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Juan Camilo Acosta Arango

Member Since 28 Sep 2011
Offline Last Active Mar 18 2014 03:19 PM

Posts I've Made

In Topic: Wrong vertex displacement direction

05 July 2013 - 02:13 PM

I have found another clue, i duplicated the geometry and place in positions different from the origin and these is the result i get....

wrong+disp.png

 

I think is some one related to the vertex position space but not sure.


In Topic: Tessellation and render passes... how?

04 July 2013 - 05:32 PM

I have been searching in internet for a sample to tessellate a base mesh and stream out the new geometry, unfortunately i haven't found any thing. Some one here may point me to a tutorial? All i found is about particle systems but i need start from a base mesh.

 

Thanks


In Topic: Wrong vertex displacement direction

28 June 2013 - 07:16 AM

Yes, when i made the map i set it to be world space normals


In Topic: Wrong vertex displacement direction

27 June 2013 - 08:52 PM

I am only sampling the normal texture and then 2 * -1 to get the world normal

 

float4 txtNormal = g_NormalTxt.SampleLevel( g_samLinear, Out.texCoord, 0 ) * 2 -1;


In Topic: Tessellation and render passes... how?

18 April 2013 - 12:21 PM

hey JasonZ...

 

Is there any sample about it in the Hieroglyph 3 engine? i think understand best looking code smile.png


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