dim3 Forum

Full Version: Parallax Mapping
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2
Hey is it possible to implement in Parallax mapping in the engine?
it looks awesome!
http://en.wikipedia.org/wiki/Parallax_mapping
I think we talked a bit about this on the old forums. Brian had said that it required very recent video cards, I think, so he wasn't going to do it. Though it looks like in FEAR they may have done that with their own functions instead of with OpenGL or something. Brian?
Note that those screenshots show a lot more effects going on then just Parallax mapping. It's something I can work on, but it requires some additional functions if you want to do it right, and a lot of these modern games have a lot higher requirements then I do so I'm kind of stuck.

[>] Brian
I'm not sure how efficient this would be, but if you spawned a 'view' of another 'camera' which is facing a sort of 3d model or preset map with one 'hit particle' per portal ( like primitives ) then you could show that view when the shot is fired and it rwould have the same effect, yes? The outline of it would be set by an black and white mask... I don't know, just a posibility. There are probably better ways...
Wha?

I would just make a decal model, that is actually behind the wall/floor, but is viewed in front of it.
but that would:
#1 be a problem if you walk to the other side :O (walls have thickness, but so do models)
#2 it would be slower (i think)
Forget Parallax Mapping, it's just a lot of wasted effects that eat up speed. All the normal mapping and parallax mapping in the world won't make your game good without good textures, solid gameplay and great level design.
yes, but if your game ALREADY looks good Wink...

I would use parallex mapping for things like a dent from a missile, i don't know any other way to make that look very good.
Ccccc has a point, Alex. Bullet holes are one of the weaknesses of most games. They just don't fit in with the sometimes vast and extensively-detailed levels.
yah well i be happy just if he manages to get in material specific decals.
Pages: 1 2
Reference URL's