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Relief Mapping causes floor waves #9243
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Duplicate of #6694 ? |
No, that issue is about the |
Is this related to the "jiggling textures" bug? This screencap was sent by one of my players. The changing light levels nearby cause the mapblock geometry to change (since light falloff is baked into textures) which causes textures to shift. You can see the same effect when you start digging a node, as the introduction of the crack texture also changes the block tessellation. Notably, disabling the Parallax Occlusion shader made this bug go away. |
I've had something like this happen in another project of mine, the problem was malformed tangent space and varying texel density. Accounting for those things in the meshgen and the shader should fix it. There's no inherent reason why parallax occlusion should not work on arbitrary geometry. |
Parallax occlusion removed, see #10479. |
Minetest version
OS / Hardware
Operating system: linux
CPU: intel
GPU model: intel
OpenGL version: 4.5
Summary
I think that Parallax Occlusion in Relief Mapping mode (the default mode) does not work well together with fastfaces:
If you place a single node, the 3D surface looks fine, but when there is a fastfaces stripe, it looks distorted.
If you strafe along the stripe direction, it looks like the floor is slowly going up and down.
Steps to reproduce
Enable Parallax Occlusion, set parallax_occlusion_scale to 0.3, use this texture pack: https://github.com/HybridDog/HybridTP, and place bricks.
The bricks should look protruded as shown on the screenshots above.
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