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Parallax Occlusion Mapping...
sgi Offline
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Joined: Dec 2007
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#21
Solved: 8 Years, 3 Weeks ago RE: Parallax Occlusion Mapping...

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.
09-22-2010, 06:51 PM
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Deu sex Offline
Member

Posts: 219
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#22
Solved: 8 Years, 3 Weeks ago RE: Parallax Occlusion Mapping...

(09-22-2010, 06:51 PM)sgi Wrote: 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.

Men

you rocks. YOU FUCKING ROOOOCKS !!!

i will try it right now !!
09-22-2010, 08:10 PM
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Deu sex Offline
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#23
Solved: 8 Years, 3 Weeks ago RE: Parallax Occlusion Mapping...

-_- it doesnt work, textures with parallax possibilities are all dark.
09-22-2010, 09:33 PM
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sgi Offline
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Posts: 19
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Joined: Dec 2007
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#24
Solved: 8 Years, 3 Weeks ago RE: Parallax Occlusion Mapping...

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?
09-22-2010, 09:47 PM
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Blackhand Offline
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Posts: 25
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#25
Solved: 8 Years, 3 Weeks ago RE: Parallax Occlusion Mapping...

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.
09-22-2010, 10:44 PM
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Mina Darsh Offline
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#26
Solved: 8 Years, 3 Weeks ago RE: Parallax Occlusion Mapping...

Wow, amazing, it works yes, however, does this mean the game switches back to Shader Model 2 as well?
09-22-2010, 11:30 PM
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Blackhand Offline
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#27
Solved: 8 Years, 3 Weeks ago RE: Parallax Occlusion Mapping...

@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.
09-23-2010, 12:14 AM
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CHANCEPHOENIX Offline
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#28
Solved: 8 Years, 3 Weeks ago RE: Parallax Occlusion Mapping...

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 :

[Image: 2w3nmfm.jpg]

anyway , THANX for making this work ....er .... and please do sumthing to activate dynamic lighting/shadows(esspecially for the lantern) IF it"S possible Wink
09-23-2010, 01:38 AM
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Zanderat Offline
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#29
Solved: 8 Years, 3 Weeks ago RE: Parallax Occlusion Mapping...

I have the dark shader issue, too. ATI 5770. Oh, Well. Getting closer.
09-23-2010, 03:52 AM
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sgi Offline
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Joined: Dec 2007
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#30
Solved: 8 Years, 3 Weeks ago RE: Parallax Occlusion Mapping...

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
09-23-2010, 07:59 AM
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