Chris 'Xenon' Hanson wrote:

  Yes, but I don't think that's the New and Improved version -- Parallax 
Occlusion
Mapping.

No, it's not. I was replying to Christian's message for his coin rendering application.


There are several Parallax Mapping sources out there, but basic PM falls apart
visually at low view angles, whereas POM does much better.

Indeed. Was the gamedev.net article I sent any use? I still think you'll find that translating HLSL to GLSL isn't as hard as it sounds. The only issues I can think of will be the extra functionality that the .fx files provide (multiple passes/techniques, etc), but OSG should let you handle these pretty easily if you're just writing an application.

--"J"

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