   Steep parallax mapping
  I implemented parallax mapping but I'm not happy with the result, is not very different from normal mapping (unless I made some mistake).I was reading about possible improvements, and found about Steep Parallax Mapping.I cant find any demo that implements it on the net, I really need to know the performance compared to normal parallax. So I tried to implement it, and I found this websitehttp://graphics.cs.brown.edu/games/SteepParallax/index.htmlIt contains fragment shader code, but not vertex shader, I wonder what those two meanvarying vec3 tsL;varying vec3 _tsE;I presume ts means tangent space, so tsL would be light vector in tangent space, but what about tsE?   
Quote:Original post by RelfosI presume ts means tangent space, so tsL would be light vector in tangent space, but what about tsE?Eye ?   ;Quote:Original post by dgreen02Eye ?Yes, that's it!;  Just as a public service announcement, quadtree/image pyramid-based methods are more in line with current state-of-the-art.Re: performance-- It's somewhat slower, depending on the hardware. If anything I believe techniques like the above might actually run slightly faster if you're clever about explicit LOD samples, as you can factor out/amortize the rather expensive derivative calculations for texture filtering. You're obviously doing more texture samples, though, which is a prime candidate for bottlenecking.EDIT: Munged up my link. Fixed now.   