Jump to content

  • Log In with Google      Sign In   
  • Create Account

We're offering banner ads on our site from just $5!

1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.


#Actualslicer4ever

Posted 14 January 2013 - 10:43 AM

how well is that plane subdivided?, the problem is that you can't get the output you want if your using 2 triangles per quad(and it looks like 9 quads), since the pixel shader linearly interpolates the uv values being passed in from the vertex's, this means you need to at least have the number of vertices equal to the number of data points, and then it has to be arranged to look like the quad, which could be very complex.

 

it might be better to actually take your pallete and build a 2D texture surface from your data points(and interpolate those data points yourself), then simply render that onto a quad.

 

edit: this might be possible in a compute or geometry shader though, but i don't believe you could achieve this easily with just vertex/pixel shader(although i'd love to see if someone does have a good solution).


#2slicer4ever

Posted 14 January 2013 - 10:43 AM

how well is that plane subdivided?, the problem is that you can't get the output you want if your using 2 triangles per quad(and it looks like 9 quads), since the pixel shader interpolates the uv values being passed in from the vertex's, this means you need to at least have the number of vertices equal to the number of data points, and then it has to be arranged to look like the quad, which could be very complex.

 

it might be better to actually take your pallete and build a 2D texture surface from your data points(and interpolate those data points yourself), then simply render that onto a quad.

 

edit: this might be possible in a compute or geometry shader though, but i don't believe you could achieve this easily with just vertex/pixel shader(although i'd love to see if someone does have a good solution).


#1slicer4ever

Posted 14 January 2013 - 10:40 AM

how well is that plane subdivided?, the problem is that you can't get the output you want if your using 2 triangles per quad(and it looks like 9 quads), since the pixel shader interpolates the uv values being passed in from the vertex's, this means you need to at least have the number of vertices equal to the number of data points, and then it has to be arranged to look like the quad, which could be very complex.

 

it might be better to actually take your pallete and build a 2D texture surface from your data points(and interpolate those data points yourself), then simply render that onto a quad.


PARTNERS