Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: At on October 27, 2006, 08:58:33 pm
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http://en.wikipedia.org/wiki/Parallax_mapping
Could this be put on the request list for the next next release? Like the one after what ever you guys are doing now?
... Ooor, actually when ever GLSL/shaders are implemented, this could probably be done via that.
... Eh. Food for thought, anyway. And really nifty.
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Hey AT. ;)
GLSL shader support is already beeing worked on. Same goes for normal mapping.
But the next stable build version has the top priorty. When it's done we'll just have to wait a bit... or use the time to prepare our content for. this.
Paralax mapping is pretty nice, but I think normal mapping will do for now.
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Paralax mapping is pretty nice, but I think normal mapping will do for now.
Assuming we have GLSL and normal mapping, adding paralax mapping is trivial from the code side. It would require adding height maps, though.
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I would love to see beams leaving ginormous pock marks in other ships, like that >..>;
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I know shader support isn't to priority right now. Just saying that when it's around...
And yus, it'd require a hight map. Still fun though.
One idea I had was to make micro-details on the surfaces of ships when you're close to them. Of course, we already have normal maps for that, but ... yeah. The craters thing would be fun, though. Carve out your name on someone's hull...
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Paralax mapping is pretty nice, but I think normal mapping will do for now.
Assuming we have GLSL and normal mapping, adding paralax mapping is trivial from the code side. It would require adding height maps, though.
Correct me if I'm wrong, but I thought the max supported Shader version is 2.0. So this might be a problem, cause I think paralax mapping needs some 3.0 instructions.
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Correct me if I'm wrong, but I thought the max supported Shader version is 2.0.
GLSL covers both SM 2.0 and SM 3.0. Of course SM 3.0 is only available if your card supports it.
So this might be a problem, cause I think paralax mapping needs some 3.0 instructions.
No, it works perfectly fine with SM 2.0.
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GLSL covers both SM 2.0 and SM 3.0.
I know, but FSO doesn't/won't.
No, it works perfectly fine with SM 2.0.
Then I'm looking forward to see your paralax shader in action.
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GLSL covers both SM 2.0 and SM 3.0.
I know, but FSO doesn't/won't.
Yep, it does/will.
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Oh... I thought it was limited to SM 2.0 for now...
Sorry, I guess I was wrong then.
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It will be limited to SM 2.0 and SM 3.0 at first. Basic support for 1.1 and others (such as NV specific stuff) will come after the code has otherwise been completed.
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I cant wait to see those shadders in action :D
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No, it works perfectly fine with SM 2.0.
it works with SM1.1 too, F.E.A.R. has it and i noticed it. looks really spiffy, even when you look at it from the sides.