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#Actualchrisendymion

Posted 08 July 2013 - 06:55 AM

Again, thank you ;)

 

Ok, I understand part of what you explain...

 

Juste one thing I don't understand totaly :

 

 

 


Instead of having a fixed resolution icosphere, why not start with a screen space set of vertices which would be generated based on the current view location?

 

Can you tell me more about what you mean ?

 

Don't know if it's the same process.. But in an earlier project, I was using a projective grid.. Some good results but lot artefacts and problems when camera was too close...

 

[EDITED]

My proposal, have first pass only to tessellate, and the second, using Vertex Shader for computing noise, would not be too much slower I think.. ? And could resolve totaly the problem ? (with a much more detailed sphere as base model to avoid tessellator limits)


#1chrisendymion

Posted 08 July 2013 - 06:38 AM

Again, thank you ;)

 

Ok, I understand part of what you explain...

 

Juste one thing I don't understand totaly :

 


Instead of having a fixed resolution icosphere, why not start with a screen space set of vertices which would be generated based on the current view location?

 

Can you tell me more about what you mean ?

 

Don't know if it's the same process.. But in an earlier project, I was using a projective grid.. Some good results but lot artefacts and problems when camera was too close...


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