Stand alone Parallax mapping.

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dark-slayer-201
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Stand alone Parallax mapping.

Post by dark-slayer-201 »

This is a quote from a topic made on skulltag forum. It said [Ask GZDoom]
http://skulltag.net/forum/viewtopic.php?f=156&t=22597
GorpusMorpus wrote:i saw a demo program showing off its paralax and bump mapping features and i thought it would be cool for mappers so that they could make more 3d-looking walls much easier
Spoiler: Samples
to make these, modders would use a texture and a heightmap, probably defined in the TEXTURES lump
GorpusMorpus wrote:Hmm... i got these from the irrlicht game engine, which is in c++ so one could look at the already made code and port it to gzdoom i think searching on the drd forums first would be better than here.

EDIT: Heres the OGL rendering code stuff. ill put it on the drd forums if it helps
IrrOGL.zip
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Graf Zahl
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Re: Stand alone Parallax mapping.

Post by Graf Zahl »

From that thread:
SoulPriestess wrote:Graf has been asking since as long as I can remember for someone who knows a little OpenGL programming to help him on GZDoom, so I'm quite sure if a feature like this were ever to make it into Skulltag, it would require the help of an external developer.
ds201 wrote:Also, a note...
With Bump or Normal Mapping by itself, it requires a dynamic light (that works properly) or RealTime Lights and Shadows to see the detail.
In addition, the posted code uses assembly shaders which I won't invest any time in.
dark-slayer-201
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Re: Stand alone Parallax mapping.

Post by dark-slayer-201 »

well, parallax map is generated by a normal map.
It should work without that stuff if one is generated using a program ans saved.
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Re: Stand alone Parallax mapping.

Post by Graf Zahl »

Give me a usable shader source and we're in business.
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Re: Stand alone Parallax mapping.

Post by dark-slayer-201 »

this is the only one I know about.
IrrOGL.zip
not sure if it will do though.

also here is an open source engine that has ogl eyecandy features.
http://irrlicht.sourceforge.net/features.html
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Re: Stand alone Parallax mapping.

Post by Graf Zahl »

No, that doesn't help. I can't use assembly shaders. GZDoom is GLSL exclusive.
dark-slayer-201
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Re: Stand alone Parallax mapping.

Post by dark-slayer-201 »

ok, i searched for glsl parallax and I found this site with a few ogl glsl shaders
http://www.dhpoware.com/demos/index.html
All these demos come with the source and it is c++
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Re: Stand alone Parallax mapping.

Post by Dethernal »

If a "HardwareShader" section in GLDEFS supplement, it could be done paralax mapping without profound changes to the code renderer. The problem is, I think the performance will, of course. "HardwareShader" section did not have enough options (now in a shader is passed only one float value from there) If send to pixel shader camera and current wall normals, some additional textures, then yes, it was possible, would like to write shaders on "user"(no developer) level. No other problems - to compile shaders can teach even the monkey.
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Re: Stand alone Parallax mapping.

Post by Janitor »

I'm going to chime in and say that bumpmapping/parallax mapping would be incredibly awesome. I'll do some research and bug the people over at GameDev about this, this is one feature i would LOVE to see implemented
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Re: Stand alone Parallax mapping.

Post by dark-slayer-201 »

the bump mapping may require vertex lighting, like the lighting (RTLights) in darkplaces, or the polymer render in eduke32. But it is all included in the link i provided above.
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Re: Stand alone Parallax mapping.

Post by Graf Zahl »

This is all nice and well - but it still doesn't change the fact that these techniques require a completely different approach to lighting than Doom does. In other words: Without a new engine it's not going to happen. It just doesn't work with non-directional sector lights.

And a new engine won't happen.
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Re: Stand alone Parallax mapping.

Post by dark-slayer-201 »

ok then, stick with parallax mapping stand alone which shouldn't require light shaders
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