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  Parallax Mapping Demo (Updated)  (Read 4789 times)
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Offline stramit

Senior Newbie





« Posted 2007-03-07 05:17:39 »

Hey guys, I've just finished putting together another demo and I thought you might like to see it.

It's a normal mapping demo, as the title would indicate, and the engine is multi threaded. It's a few megs in size due to libraries that I am using and the like. I hope you like it:

http://strumpy.org/Games/Threaded/deploy.jnlp

If it crashes / dies I would love to see a stacktrace / log of what happened it will be located here: user.home/enginelog.txt.

It requires openGL 2.0 and some pretty spiffy hardware, but it should run okay if you meet the requirements. If you could post some numbers regarding the fps / hardware you are using that would also be great.

And if you can't run it, here is a nice screen shot for you (and yes the terrain is procedurally generated):



Now for shadows....
Offline endolf

JGO Coder


Medals: 7


Current project release date: sometime in 3003


« Reply #1 - Posted 2007-03-07 08:32:28 »

Runs fine here, all 4fps of it Smiley

Windows XP, Pentium M 1.5ghz, Nvidia FX 5650 go <- thats why it's slow Smiley

Endolf

Offline appel

JGO Wizard


Medals: 50
Projects: 4


I always win!


« Reply #2 - Posted 2007-03-07 10:41:38 »

You should have the spheres rotate.

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Offline stramit

Senior Newbie





« Reply #3 - Posted 2007-03-07 11:08:45 »

Runs fine here, all 4fps of it Smiley

Windows XP, Pentium M 1.5ghz, Nvidia FX 5650 go <- thats why it's slow Smiley

Endolf

If you turn off HDR (hit 'n') you should get about 10 -15 more FPS I think.

Quote from: appel
You should have the spheres rotate.

Spinning balls Cheesy I should do that...
Offline endolf

JGO Coder


Medals: 7


Current project release date: sometime in 3003


« Reply #4 - Posted 2007-03-07 13:21:39 »

In normal mode it rocketed to a whole 7fps Smiley

Endolf

Offline nva225

Junior Member





« Reply #5 - Posted 2007-03-07 14:47:34 »

Looks pretty good, nice and normally. The bricks on a sphere is a bit awkward so maybe you should switch the texture/shape to make it more real, but a good tech demo none the less. Btw I think numbers 1-3 are toggling lights but they're flick on and off extremely fast, and if I hold it down I get lines going across the screen (like giant lighted/unlighted bands the 1/4th the size of the window). Adjust keyboard control a bit?

Oh and 117 fps  Grin
Core Duo @ 2.13 ghz
NVidia 7900gs

165 if I turn off HDR.
Offline stramit

Senior Newbie





« Reply #6 - Posted 2007-03-08 05:44:53 »

Massive update now...

Parallax mapping Cheesy

http://strumpy.org/Games/Parallax/deploy.jnlp

Take a look at this sexyness (same poly count as before, but now it has a new texture which is low res and ugly Sad)
Offline nva225

Junior Member





« Reply #7 - Posted 2007-03-08 06:21:30 »

Ooo pretty. I like that parallax mapping. Guess I never really knew what parallax mapping was until now actually. I always thought that type of thing was still called normal mapping (it does just use the normal values though doesn't it?). Anyway did you optimize it somehow? I'm getting 165 fps now with everything on. *looks at what you said* maybe it's just the low res textures.

Is that texture ripped from oblivion by chance? It looks extremely familiar.
Offline stramit

Senior Newbie





« Reply #8 - Posted 2007-03-08 08:25:51 »

The texture was from a tutorial on normal mapping.

Its a bit different from normal mapping, it's more an extension. The changes which had to be made were only in the fragment shader.

What you do it as well as a normal map you send a height map. At the pixel you are examining you look at the hightmap then use this value to offset the UV reading from both the diffuse texture and the normal map.

Here is a great site that goes into depth about how to do it:
http://cowboyprogramming.com/?p=34

and a nice app to make the depthmap if all you have is a normal map:
http://www.zarria.net/heightmap/heightmap.html
Offline Evil-Devil

Senior Member


Medals: 2


Fir Tree Master


« Reply #9 - Posted 2007-03-08 20:28:13 »

Very nice demos.

Specs: Athlon 2400+, 1.25GB RAM, Radon 9600XT, WinXP Pro SP2

Demo 1: 20fps

Demo 2: 38fps on all settings except for HDR, there it was about 28fps
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Offline g666

Junior Member





« Reply #10 - Posted 2007-03-09 13:31:41 »

Nice demo, runs fine on 7600gt.

desperately seeking sanity
Offline stramit

Senior Newbie





« Reply #11 - Posted 2007-03-09 15:36:41 »

Parallax demo now also uses specular mapping.... I'm not sure if I like the effect yet, I might have to go and redo it.

Offline nva225

Junior Member





« Reply #12 - Posted 2007-03-10 06:01:27 »

Yea I'm not sure I'm crazy about the specular mapping either. It seems like it would work really well in some cases... if you're trying to give a room an unusual gleam to it, perhaps; but for normal cases the previous standard parallax mapping seemed appropriate.
Offline Jamison

Junior Member




We're all idiots in one way or another.


« Reply #13 - Posted 2007-03-11 16:38:54 »

Great looking! Love the low-res texture in the second demo, but it would be great if it was high-res - more details. Grin

First demo ran at about 80 FPS.
Second demo ran at about 105 FPS.

CPU: AMD Athlon 64-bit 3200+ 2.0GHz
RAM: 1GB DDR 3200+
Video: nVidia GeForce 7600 GT 256MB


Wait till I try it with my 3GB of ram and 2.4GHz dual-core when I get it!! Grin

I don't like you. Check out my site Smiley www.gamedevforums.com
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