Nope nothing to do with volumetric fog. I want to implement a virtual displacement mapping technique from GPU Gems 2 from the chapter entitled 'Per-Pixel Displacement Mapping with Distance Functions' it involves using a 3D texture.
As for how to do parallax mapping, it's really rather trivial, all I had to do was enable the code in the actual shader code and then change around and add a few things in the C++ side anyone who knows how to write shaders, or indeed a half-decent coder who doesn't should be able to do it. It's certainly not an articles worth and I hate copy & paste tutorials so I'm not gonna be writing one of them. I do plan to write some articles on shaders supplied in the SDK sometime, which will mainly be going over exactly what they do and how they work and I'll probably mention something about parallax mapping. -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Aaron Schiff Sent: 30 December 2005 23:38 To: [email protected] Subject: Re: [hlcoders] Volume Textures -- [ Picked text/plain from multipart/alternative ] So do you want to share how parallax mapping is implemented? http://developer.valvesoftware.com/wiki/Creating_Parallax_Maps So what you're talking about is stuff like volumetric fog...I've heard it mentioned b4 like it not being done...not much tho On 12/30/05, Greg Chadwick <[EMAIL PROTECTED]> wrote: > > No I mean Volume Textures, i.e. 3D textures, one which have > 3-Dimensions, width, height and depth. It does so happen that I'm > going to be implementing a parallax mapping like effect which requires > the use of 3D textures but it's irrelevant. > > Oh and parallax mapping is pretty easy to enable from the SDK shaders > supplied, the code is all there it just needs enabling. I've done > this and the results can be seen here: > http://www.valandilmod.com/forums/viewtopic.php?t=49 admitidly we > haven't tried using it much yet so there may be unforseen problems but > it seems to be working alright. > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Alex W > Sent: 30 December 2005 22:41 > To: [email protected] > Subject: Re: [hlcoders] Volume Textures > > > -- > [ Picked text/plain from multipart/alternative ] > And, if you do mean paralax mapping, it is not currently implemented > in the source engine. Last I heard about it was that paralax mapping > was causing a problem which VALVe could not fix. > > On 12/30/05, Brandon <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > you mean paralex mapping? > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

