I have just added archive links to one external link on Parallax mapping. contribs) 17:24, 5 July 2011 (UTC) Reply Sample renderings.Preceding unsigned comment added by Versatranitsonlywaytofly ( talk Also parallax mapping possible used in 3Dmark 2000 water effects, but there can be DirectX 7.0 CPU programing effects (no pixels or vertex shaders at that time, only texture drawing.). Parallax mapping may be used in GameCube game "Wave Race: Blue Storm" (2001) for water effects (possible like in Tomb Raider Legend moving bump mapping on not flat surface or many frames of bump mapping makes water effect). (Assuming the patent document's URL doesn't change) Here's a cache of the old one.Īnd here's the DirectX equivalent Swapnil 404 ( talk) 04:33, 9 November 2009 (UTC) Reply Nintendo probably just refreshed it for the Wii. It wasn't much more than a specific (custom) hardware implementation of the "Emboss Style Bump mapping" that has been around since ~DirectX6. The patent doesn't seem to describe anything different from what Gamecube was capable of. I've removed the current patent link, hopefully someone can fix it or alternativly link to the old link - 80.56.0.49 22:50, 7 June 2006 (UTC) Reply The old patent link worked, the one with the patent template doesn't. contribs) 17:08, 5 July 2011 (UTC) Reply Patent.Only if you will reach wall end then see that edge of wall is made of two flat planes without holes between stones or bricks (or if you look at 0 degrees angle, if assuming wall is almost infinitly long of course tree can't grew from wall, but some long cone will not make difference if you do not standing in place of it and if angle is at least 1 degree and wall is hundreds meters long). So Parallax mapping if used on the ground or walls without end, then impossible to say difference compare with high polygon model wall. Weakness of parallax mapping compare with bump mapping is that it can be made only from high polygon models and not from photographs. Parallax mapping can have shadows from long objects and there would not be difference if object is flat and long (big, like big flat plane). Parallax mapping don't store alpha channel in "bump" texture - thats seems only difference. MaxDZ8 talk 08:12, 1 August 2006 (UTC) Reply I hardly believe a game could use it: it simply does not look attractive. Relief mapping is based on pre-warping the textures in a compute-intensive way, but also provides some self-shadowing. It also gives far more issues, especially at steep angles. Parallax mapping is somewhat more dinamic and less performance hungry. Would someone investigate this? Also, what is the difference between relief mapping and parallax?- 68.100.150.117 00:09, 16 February 2006 (UTC) Reply uses relief mapping, not parallax mapping.
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