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DementedCarrot

Member Since 18 May 2011
Offline Last Active May 26 2016 01:02 PM

Posts I've Made

In Topic: Why didn't somebody tell me?

23 March 2016 - 09:56 PM

Use [Alt + Print Screen] to take a screenshot of the active window instead of everything. Especially useful if you ever need to take a specific screenshot and you have 2+ monitors.

Edit to fit the topic:

I was caught cropping a screenshot of a specific window out of a 3 monitor Print-Screen when I was told about it.


In Topic: Billboard grass rendering-visual bug

22 March 2016 - 04:20 PM

My guess is that you are doing one-bit alpha on the grass, and that the grass texture is mipmapped. The mipmap downsampling is producing results that make your 1-bit alphas disappear in the higher mip levels.

In the past I have fixed this with distance field alpha instead of a 1-bit interpreted alpha channel. As long as you are using a 1 bit alpha you can adjust your threshold to make the further mips 'thinner' or 'thicker'. Both versions tend to look bad! A thinner threshold will make grass disappear like you are seeing.

Here's the paper. http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf

 

You use that technique but for grass instead of text. A distance field is much more tolerant of the mip downsampling.


In Topic: Multiple small shaders or larger shader with conditionals?

01 March 2016 - 02:08 PM

Somebody correct me if I'm wrong, but if every path in a shader takes the same branch it is nearly (not entirely) the same cost as if the changes were compiled in with defines. If you are rendering an object with a specific set of branches that every thread will take it may not be a big deal. If threads take different branches you will eat the cost of all branches.


In Topic: Circle Circle intersection help

21 May 2015 - 09:52 AM

Those Y's look correct mirrored vertically (over the X-axis) to me. What rendering API are you using? Your data is correct, but you might be interpreting the rendering side of it incorrectly. Most "draw circle/line" API's work where positive Y values move downwards instead of upwards; The top left of the screen is (0, 0) and the bottom left corner is (0, height). Try rendering those points at (x, imageHeight - y) and see if they match up to the circles.


In Topic: Procedural texture smoothing

18 March 2015 - 09:08 PM

Can you kick that river texture up to an 8 bit texture? You could do a proper gaussian blur on the texture and have some falloff. It will still be that blocky, but at least it won't be a 1-bit abrupt dropoff.


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