-- [ Picked text/plain from multipart/alternative ] So do you want to quickly share here how to do it? :) I attempted enabling it, but I got no luck
On 12/30/05, Greg Chadwick <[EMAIL PROTECTED]> wrote: > > 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 > > -- ts2do -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

