The wall texture is low resolution and blurry, but I feel like the effect itself looks fine?UsernameAK wrote:First screenshot. The shader doesn't look good at all. At least now.
Parallax Mapping
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- Trusty McLegit
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Re: Parallax Mapping
- UsernameAK
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Re: Parallax Mapping
The effect itself looks fine only on high-res textures and with texture filtering enabled.Trusty McLegit wrote:The wall texture is low resolution and blurry, but I feel like the effect itself looks fine?UsernameAK wrote:First screenshot. The shader doesn't look good at all. At least now.
- Dark-Assassin
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Re: Parallax Mapping
Should give Relief mapping a go too as it avoids the warping effect that parallax adds, however it is slightly more resource intensive.
- UsernameAK
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Re: Parallax Mapping
Did parallax occlusion mapping. No warping. (I'm too lazy to put a dynlight so the screenshot has no shadows)
the example wad:
https://www.thunix.org/~usernameak/testshader.pk3
the example wad:
https://www.thunix.org/~usernameak/testshader.pk3
- Caligari87
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Re: Parallax Mapping
Hot damn, looking good. Now if we could apply this to decals...
Re: Parallax Mapping
How does it work?UsernameAK wrote:Did parallax occlusion mapping. No warping. (I'm too lazy to put a dynlight so the screenshot has no shadows)
the example wad:
https://www.thunix.org/~usernameak/testshader.pk3
gzDoom 3.5.1 here
Code: Select all
Script error, "testshader.pk3:gldefs" line 3:
Unknown material type 'shaders/glsl/material_specular.fp' specified
- Graf Zahl
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Re: Parallax Mapping
There were some recent refactorings here to prevent users from pulling in dependencies that should be off limits. Apparently this mod was one of those shining examples that would have broken future shader support by depending too deeply on the current implementation.
Re: Parallax Mapping
Is there any other way to use Parallax Mapping with 3.5.1?
- UsernameAK
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Re: Parallax Mapping
Yes. Use newer shader. I can find it for you.PixelWAD wrote:Is there any other way to use Parallax Mapping with 3.5.1?
Re: Parallax Mapping
PixelWAD wrote:
> Is there any other way to use Parallax Mapping with 3.5.1?
I just removed the error causing line and it worked
BTW, there is something really wrong with this shader. Just as I turn my look around, the parallax kind of catches it and the texture "dances".
> Is there any other way to use Parallax Mapping with 3.5.1?
I just removed the error causing line and it worked
BTW, there is something really wrong with this shader. Just as I turn my look around, the parallax kind of catches it and the texture "dances".
- Tormentor667
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Re: Parallax Mapping
Has something like this already been added to GZDoom in the meantime?
- Graf Zahl
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Re: Parallax Mapping
This thread is still open so...
- Tormentor667
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Re: Parallax Mapping
So what is currently missing or what is being waited for?
- Darkcrafter
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Re: Parallax Mapping
The parallax mapping shader isn't perfect yet, for example I would really like to see what happens if parallax amount raise as distance gets longer from the player, because even the most advanced techniques look less and less "bumpy" with further that texture goes, it's like the best portion of effect is only observable at close distance. I would also know if there is a way to get rid, or at least, to supress seams that occur where each polygon meets another, so it would be a bit risky to implement this shader into gzdoom code now?
We also have custom parallax shader somewhere around, it's super easy to run if you want to see the current progress on it.
We also have custom parallax shader somewhere around, it's super easy to run if you want to see the current progress on it.
- Tormentor667
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Re: Parallax Mapping
Thanks for the explanation so far I would like to test it and if I remember correctly, Rachael has posted something somewhere, so time to play around with it