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Vahur Krouverk wrote:
> Displacement shaders would be nice, but seems like only viable solution
> is tesselation of surfaces into micropolygons in order to displace them.
> And implementation of this for each object type will require much of
> changes. Easiest would be to add displacement shader support to already
> tesselated objects (and triangle meshes).
Until recently (well, some months ago...), BMRT didn't have support
for displacement mapping, so don't worry. I think that what you're
currently doing is a very interesting experiment, and that the goal
isn't to become totally RM compatible. Being able to use custom
texture algorithms will be a significant leap, and will quickly bring
very useful things, as textures' self-antialiasing, for example...
Fabien.
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