The polygon has had a good and long history. When it was first introduced, computers were slow and as such, a single colour was applied to the polygon. As the polygon grew up, computers became faster. The polygon was now receiving all sorts of colours from a revolutionary technique called texture mapping. Texture mapping was applied to the polygon for many years until a very smart person came up with a neat idea to calculate lighting colour on every pixel of a texture based on a user-supplied normal map. This was the start of bump mapping ( or normal mapping ).
Now, we would like to introduce you to Steep Parallax Mapping, a new parallax mapping technique that simulate depths on plane surfaces. This technique is more precise than the regular parallax mapping approach. It is also capable of self-shadowing. ( Dreamscape has not implemented self-shadowing, yet. We have implemented it into Rendermonkey, but transitioning it to HL2 has been tougher than expected. )
As the polls suggest, parallax mapping is the most anticipated feature among our fans. Before Steep Parallax Mapping, we had regular parallax mapping. Since interest in this feature is high, we have decided to go one step further and implement Steep Parallax Mapping. Steep parallax mapping has been applied to many areas such as lush grass, deep looking tiles, and more. The following is a screenshot of our revolutionary HL2 feature: