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[jitter] Re: Obj files in displaylist?

vade doktorp at mac.com
Mon Jul 2 08:42:31 MDT 2007


http://scottdouglas.net/projects/glsl/

has parallax mapping code. Not sure if this is a commonly used term.  
My shader does do occlusion just yet, but it looks better than the  
normal map shader.

http://cowboyprogramming.com/?p=34

On Jul 2, 2007, at 10:34 AM, Wesley Smith wrote:

> What do you mean by parallax shading?
>
> wes
>
> On 7/2/07, vade <doktorp at mac.com> wrote:
>>  Ive been looking at skinning techniques and found some great  
>> example code
>> as well to use. I must have missed your skinning post, so im very  
>> happy to
>> wake up to this. Cant wait to check it out.
>>
>> btw, I got some really nice looking parallax shading going on now  
>> with
>> height and normal maps. This shader shit is the bomb :)
>>
>> Thanks Wes. This is a huge help.
>>
>>
>> On Jul 2, 2007, at 8:42 AM, Wesley Smith wrote:
>>
>>
>>
>> The way to display the same geometry in several different  
>> positions is
>> with vertex skinning (also known as matrix palette blending)
>> (http://lynxengine.net/ati.htm).  It requires some extra data such as
>> vertex blending weights and the transformations of the geometry to be
>> applied with each weight.  The upside though is that you have really
>> nice interpolation which is realistic as opposed to a simple  
>> crossfade
>> which may move through undesirable states between keyframes.  It's a
>> bit tricky to do in jitter but it can be done using the mesh object
>> and a vertex shader.  I posted a half-working example a while ago
>> called playdough mesh.  It has some rough edges but is a good start.
>>
>> wes____________________________________________
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>>
>> v a d e //
>>
>> www.vade.info
>> abstrakt.vade.info
>>
>>
>>
>>
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v a d e //

www.vade.info
abstrakt.vade.info



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