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#Actualchrisendymion

Posted 08 July 2013 - 05:41 AM

Thank you Jason for your answer ;)

 

Actualy, I load a fixed icosphere to the vertex shader. Which hasn't lot of vertices... 

 

If we think about it as a planet, there wil be only 1 vertex for hundreds of kilometers (or miles :-)) !

 

So, if the noise is applied in this stage, the interpolation after the tesselator will be too large, no details...

I can load a much more detailed sphere, but, if the camera is very close, there will be the same problem, leak of details (or if far away, much more work for the GPU).. 

My goal is to have the same amount of vertices (and noise details), whether the camera is very very close or far away.

 

Sorry for my poor english, don't know if you understand what I mean... 


#1chrisendymion

Posted 08 July 2013 - 05:37 AM

Thank you Jason for your answer ;)

 

Actualy, I load a fixed icosphere to the vertex shader. Which hasn't lot of vertices... 

 

If we think about it as a planet, there wil be only 1 vertex for hundreds of kilometers (or miles :-)) !

 

So, if the noise is applied in this stage, the interpolation after the tesselator will be too large, no details...

I can load a much more detailed sphere, but, if the camera is very close, there will be the same problem, leak of details.. 

My goal is to have the same amount of vertices (and noise details), whether the camera is very very close or far away.

 

Sorry for my poor english, don't know if you understand what I mean... 


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