Development news: Finishing shader rendering, steep parallax bump mapping reimplemented, engine 2.4.1 fixes release
The work on finishing new shader renderer continues :) Bottom of this post contains more details.
Parallax bump mapping (including steep parallax bump mapping with optional self-shadowing) has been reimplemented for the new shader pipeline. (See our bump mapping extensions docs.) Specifying height maps for parallax bump mapping is different now: they should be passed as the alpha channel of a normal map texture. This is something that can be:
The old method for passing
heightMap (by a separate
Appearance.heightMap field) for now simply doesn't work — please report if you need it. I would advice to simply change your textures to the new method, that is put the height-map in the alpha channel of the normal-map. The new method feels easier for both texture creators and for the implementation.
In another news, we released Kambi VRML game engine version 2.4.1. This is a bugfix release, compared to 2.4.0 there are no new features, only most critical fixes (ported from SVN work):
Some details about changes in trunk: