Christian Buchner wrote:
I think I will try  my luck with an ARB fragment and vertex shader
extension that implements
parallax occlusion mapping with offset limiting. Link follows.

http://web.archive.org/web/20060207121301/http://www.infiscape.com/doc/parallax_mapping.pdf

The advantage is that I might get this to work on Intel integrated
graphics even.

Suit yourself  :-)

If I remember correctly, it's only about six lines of GLSL code in the fragment shader.

Actually, looking at the link, it should be pretty easy to translate that asm code into GLSL code as well.

--"J"

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