   POM w/o texture gradients?
  Hi all,is it possible to implement that? I wanna be independent of OGL extensions and texture gradients require GL_ARB_shader_texture_lod. Is there any way to get rid of those in a GLSL implementation or do I have to switch to relief mapping?   
  I use a modified POM and CSM version, both without tex2Dgrad. Try to use a normal tex2d instead of tex2Dgrad. Is the quality still acceptable ?   ;  I'm not really that experienced in all that stuff so I'm already struggling with replacing the tex2dgrad function with a normal tex2d. Isn't it possible to just add the gradients to the texture2d input coordinates?   ;Quote:Original post by famousI'm not really that experienced in all that stuff so I'm already struggling with replacing the tex2dgrad function with a normal tex2d. Isn't it possible to just add the gradients to the texture2d input coordinates?The issue with standard texture fetches is, that you can't really use them in dynamic branches (see the description of the shader_texture_lod ARB for more informations on this topic). So, if you want to use standard fetches, you need to get rid of the texture fetches inside dynamic branches. Here's a short code fragment based on the code from your thread over here. // fixed steps !for(int i=0;i<15;i++){  // sample the current texcoord offset  vCurrSample = texture2D(sampler, gl_TexCoord[0].st + vCurrOffset);  // next step ? 0 if stepHeight<current height, else 1  float next_step = step(fStepHeight,vCurrSample.w);  fStepHeight -= next_step * fStepsize;  vCurrOffset += next_step * vOffsetStep;}gl_FragColor = vCurrSample;Disclaimer: this code is not tested and unoptimized :P But atleast it should work without the extension.   