Sorry if I posted this in the wrong section but several seemed to fit this thread. Anyways, I have recently been having a problem with Sikkmod and Wulfen texture pack where using parallax produces a "moving" effect on some textures. This is especially noticeable in areas with rock like textures. I have also had an issue where all textures become completely black when using HDR with parallax.
Screenshot of "moving" textures (look at how the floor is stretching horribly near the end of that path)

Screenshot of black textures

Any and all help would be appreciated.
IIRC this is a known issue when using parallax and there isn't much that can be done about it.
If the parallax shader was a material shader the effect could be enabled on explit surfaces that support it (walls floors) and disabled on everything else.
Most of the problem currently is that the shader enables parallax on all surfaces even decals (causes the flickering text on doors) and on surfaces with bad normals
like some rock types. Prey uses something like my idea above

though not with the extreme bumpiness the pom shader can achive.
Sorry if I posted this in the wrong section but several seemed to fit this thread. Anyways, I have recently been having a problem with Sikkmod and Wulfen texture pack where using parallax produces a "moving" effect on some textures. This is especially noticeable in areas with rock like textures. I have also had an issue where all textures become completely black when using HDR with parallax.
Screenshot of "moving" textures (look at how the floor is stretching horribly near the end of that path)

Screenshot of black textures

Any and all help would be appreciated.
IIRC this is a known issue when using parallax and there isn't much that can be done about it.
If the parallax shader was a material shader the effect could be enabled on explit surfaces that support it (walls floors) and disabled on everything else.
Most of the problem currently is that the shader enables parallax on all surfaces even decals (causes the flickering text on doors) and on surfaces with bad normals
like some rock types. Prey uses something like my idea above

though not with the extreme bumpiness the pom shader can achive.