ok ive coded up a shader that does bumpmaping (the great advantage of doing this in a shader is the abilty to combine heights together easily)
anyways its quite slow ~4x slower than standard bumpmaping the main reason i think is cause of the multiple texel fetchs
in the following code i have access to the following 4 texels
vec4 l = texture2D( tex0, gl_TexCoord[0] + vec2(-offset,0) );
vec4 r = texture2D( tex0, gl_TexCoord[0] + vec2( offset,0) );
vec4 t = texture2D( tex0, gl_TexCoord[0] + vec2( 0,-offset) );
vec4 b = texture2D( tex0, gl_TexCoord[0] + vec2( 0, offset) );
is there no way to get this data with one call?
also its a bit of overkill returning a vec4 when all tex0 returns is a single float (the height), is there any more streamlined method?
anyother ides
------------------------------------------
also with the following warnings returned from the shader parser
44 lines, 4 warnings, 0 errors.
Fragment info
-------------
44 lines, 4 warnings, 0 errors.
is there anyway i get find out what the warnings are? (sometimes it lists the exact warning but sometimes it doesnt)
cheers zed



