http://www.inf.ufrgs.br/~oliveira/RTM.html
Now this - this is absolutely impressive. It seems I'm going to have to use this as the standard for any further work.
It shocks me that this was around all of the way back in 2005 - and it takes so long to implement this impressive technology. Mayhap the relief mapping is actually changing the mesh geometry.
Thus far, this is the hierarchy:
Bump - Normal - Parallax - Relief
Bump merely changes light absorption patterns
Normal alters the angle of reflection, etc. for said light
Parallax gives the illusion of depth by further making use of normal and height maps
Steep parallax fixes some of the artifacts created by parallax but does not fix silhouettes
Relief actually alters the interpretation of the mesh with use of a UV map; like parallax, but actually changes the mesh without requiring a special mesh be tailor-made; many advantages - theoretically infinite resolution, no sharp edges, processor usage saved by fewer polygons
Disadvantages?
Mayhap it uses more ram and processor space through additional computations; I suspect most hardware could handle it; most excessive processor usage seems to be caused by shoddy game design (see: Oblivion, Simcity Societies - beautiful graphics, I get the feeling there could be more done to cut back on the RAM used by the texture and full-screen effects)
On that note, I love DarkBasic - it feels like Pascal with easy 3D; could basic be streamlined as it is translated into assembly language to add efficiency? It takes a while for textures to load in, I'd like to use higher-res textures for high-definition.
On which note, above screenies use 1024x1024, but it's hard to tell with the parallax mapping curving things quite nicely.
It seems relief would be absolutely required in any future game - it is absolutely essential. I will continue to focus resources there.
elint.110mb.com