"The direct use of force is such a poor solution to any problem. It is generally employed only by small children and large nations."
- David Friedman
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Query FailedWester547
Wednesday, September 1, 2004

I don't think it's bump mapping or parallax mapping.....if I had to guess I'd say it's normal mapping w/raytraced real-time soft shadows.

Humus
Wednesday, September 1, 2004

sqrt[-1],
the glColor fix was for the missing light source. Nvidia aliases generic vertex attributes with conventional attributes (contrary to the spec's requirement of no aliasing), so that made the binormal overwrite the primary color. For the missing shadows, it was a bug in my framework that made it choose a pixel format with no alpha.

MesserFuerFrauSchmid
Wednesday, September 1, 2004

@Humus not quite right you can try to approximate more complex models by spheres (something similair to QSplats) but you definitely would need some sort of acceleration structure like Octree, BSP, Grid or BVHs. But I guess speed would still suffer. But rasterization graphics hardware is just not designed for raytracing (when will people ever learn)

sqrt[-1]
Wednesday, September 1, 2004

what was going wrong to prevent nvidia cards from working? All I can see is the addition of a glColor when rendering the light sprite. How did this affect the shadow render?

Humus
Wednesday, September 1, 2004

davepermen,
not quite the same, that method looks a bit more elaborate, but I guess the basic line of thought is the same.

Nico,
there's no parallax mapping in this demo. Just plain ol' bumpmapping.

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Tuesday, August 31, 2004

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Anonymous
Tuesday, August 31, 2004

Parallax Mapping, where? :-)

Nico
Tuesday, August 31, 2004

Looks very nice (the parallax mapping on the walls is great - more subtle than in your other demos). And the shadows work on GeForce6800 (187 fps), so it's not ATI only

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