GL_parallax: Parallax mapping with GLSL shaders
Copyright (C) 2007 Angelo "Encelo" Theodorou


Info
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About ten days of hard studying were needed for the development of this demo.
The rotating cube shows parallax mapping with offset limiting and normal mapping, while the environment is lit 
per pixel using the Blinn-Phong lighting with Phong shading and specular mapping.
The normal map is encoded in tangent space while the height map for parallax mapping is encoded in its alpha channel, tangent vectors are sent via gl_MultiTexCoord3, I didn't managed to use vertex attributes.
The textures subject is again Blender's mascotte Suzanne. :)

This demo REQUIRES OpenGL2 for the use of core functions for GLSL shaders and Vertex Buffer Objects.

The GL O.B.S. edition of this benchmark doesn't provide, of course, any control to enable or disable features, you have to 
run it at maximum detail. :)


Compiling
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In order to compile use the included Makefile.
Should you have any problem with includes or libs, tweak it to suit your needs.


Notes
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I'm not sure about the correctness of lighting calculations, it is not perfect and shows some artifacts.
