Parallax Occlusion Mapping... - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Technical Support (https://www.frictionalgames.com/forum/forum-57.html) +--- Forum: Technical Support - Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-31.html) +--- Thread: Parallax Occlusion Mapping... (/thread-4289.html) |
RE: Parallax Occlusion Mapping... - sgi - 09-22-2010 Yes! That solved the problem. Just use RayLinearIntersectionSM2(aHeightMap, vHeightMapPos, vEyeVec); instead of RayLinearIntersectionSM3(aHeightMap, fSteps, vHeightMapPos, vEyeVec); in core\shaders\deferred_gbuffer_solid_frag.glsl, line 147 and all problems disappear. The only difference between two functions is fixed step instead of adaptive step. RE: Parallax Occlusion Mapping... - Deu sex - 09-22-2010 (09-22-2010, 06:51 PM)sgi Wrote: Yes! That solved the problem. Just use Men you rocks. YOU FUCKING ROOOOCKS !!! i will try it right now !! RE: Parallax Occlusion Mapping... - Deu sex - 09-22-2010 -_- it doesnt work, textures with parallax possibilities are all dark. RE: Parallax Occlusion Mapping... - sgi - 09-22-2010 ok, I check now... they are dark if shader compile failed (there is an error in shader). ... No - everything seems to be fine to me. What video-card/drivers do you have? RE: Parallax Occlusion Mapping... - Blackhand - 09-22-2010 This worked for me, well done. It looks like there is only a minor performance penalty for enabling parallax, none of the big slowdowns/crashes I was getting earlier. RE: Parallax Occlusion Mapping... - Mina Darsh - 09-22-2010 Wow, amazing, it works yes, however, does this mean the game switches back to Shader Model 2 as well? RE: Parallax Occlusion Mapping... - Blackhand - 09-23-2010 @Hionimi: From what I can see, no. It looks like the two different functions just perform a calculation, one I assume optimized for SM2 and one for SM3. RE: Parallax Occlusion Mapping... - CHANCEPHOENIX - 09-23-2010 IT WORKS for me too !!! i thought at first that i was missing something switching from SM3 to SM2 , but ... I CAN SEE no DIFFERENCE ... AND IT RUNS GREAT. btw. modified pom is the one from sgi : anyway , THANX for making this work ....er .... and please do sumthing to activate dynamic lighting/shadows(esspecially for the lantern) IF it"S possible RE: Parallax Occlusion Mapping... - Zanderat - 09-23-2010 I have the dark shader issue, too. ATI 5770. Oh, Well. Getting closer. RE: Parallax Occlusion Mapping... - sgi - 09-23-2010 All who have dark surfaces, try to change line 82 (in RayLinearIntersectionSM2 function) from avEyeVec /= lSearchSteps; //Split up the eye vector into the number of steps to avEyeVec /= float(lSearchSteps); //Split up the eye vector into the number of steps |