I have a terrible problem with normal parallax display and I don't know what the problem is.
(OpenGL 2.0, C ++, WinXP)
My results: 

(green are normals, blue are tangents, and red are binormals (bitants))
Normal mapping works fine, so I think tangent vectors are good. It is strange that on some walls of the cube, parallax mapping is performed correctly, while in others it is not. I am sure my GLSL code is ok, because I copied it from http://www.dhpoware.com/demos/index.html where you can find a working parallax normal map demo that also works on my computer.
I also tried 2 ways to calculate tangential vectors, so this should not be a problem. I tried switching from DisplayList to VBO, and vice versa, it gave the same results, so the tangents were probably correctly transmitted (I even tried to pass it as gl_Color).
The height map loads correctly, I tried to install it as a diffuse map, and it looked fine.
glGetError () gives me No Errors and shader compilation files say so.
Of course, I checked the texture coordinates more than nine thousand times.
mystery ... I donβt even know that from code analysis, do you have any suggestions?
source share