Hi! You're right, but it is only a test. Yes, now there is no smoothing, but this is only the first tests will be added later, such a possibility, or was thought to use the displacement map to displace vertices.
Registriert: Di Apr 29, 2008 18:56 Beiträge: 1213
Programmiersprache: Delphi/FPC
Okay, but i think it will be difficult to use a displacement map to smooth the Mesh, because you must create every single triangle on the map. the displacement map is better for showing details. i'm very intrested in tesselation shader, too. and if i find time i want to write my own. then maybe we can exchange our experience p.s: you can use my newest project to write your shader: glslEditor *house advertising*
DisplaceMap I thought not to use smoothing, and to create more detailed terrain when approaching the camera, much like here. Displacement was planned to make the landscape in order to exclude the work of the CPU in this place. But I was told that for a series of video cards AMD / ATI was 5 times slower than the classical method GeoMipMap and morph between the LOD, so I still think, and I want to try. Because focused on NVidia, speed 3xxx series AMD is not much scares me.
Smoothing will be used for the characters, so this theme I think, too, to examine in more detail. I think in the near future will be any progress with this as soon as set free from the essential work.
glslEditor I try, I think it's a good editor. But the fact that I UberShaders with includes, and the engine auto-update in case of change of shader code, so long as enough SciTE usual, but I will try to use your editor to some tasks.
P.S.: It would be nice if glslEditor was English or multi-language editor.
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