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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