This has been floated around:

http://graphics.cs.brown.edu/games/SteepParallax/index.html

It looks impressive.

I will not however that the examples given are rendered on a single quad.  The 
scene in question would look very nice with standard normals mapping if the 
marble pieces and lions head were actually polygons rendered out from the 
surface.  The ivy could certainly use being a separate set of polygons over 
the wall and a normals map applied to make the leaves appear to be facing 
different directions.

This doesn't require so much computation, but I'll note that the CPU is needed 
for physics and behavior, so every amount we can save counts.

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