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adrian_134

Member Since 14 Jan 2012
Offline Last Active Sep 27 2012 05:30 PM
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Posts I've Made

In Topic: LUT texture for procedural terrain textring

07 February 2012 - 10:50 AM

I was definite if D3D9 don't support integer operations the compilator show any error, i tried multibly by 255 ant convert to int but i got bad result, now i know why.

I have last question, i rode this article http://www.gamedev.net/blog/73/entry-1692117-terrain-texturing-explained/ and i saw what data are save to lut texture, on U axis slope, on V axis altitude. This is good solution because i don't must refresh my lut texture when i change terrain geometry. But i don't know how i should save altitude data, range on V axis is 0-1, my heightmap vertex can have any height. How save and read this ? I should do somthing like this:
Pixel Shader:
float height;
float3 B = tex2D(lutsampler, float2(height / LUTTextureHeight, normal.y);
Or:
float height;
float3 B = tex2D(lutsampler, float2(height / MaxTerrainHeight, normal.y);
I don't know how i should do this....

In Topic: Shadow maping in deferred render

20 January 2012 - 06:22 PM

Thank you, now it's working very good. I was looking for the problem very long timg, i don't know how i can't saw this notice. Thank you very much.

In Topic: Shadow maping in deferred render

20 January 2012 - 04:45 PM

Any answer ?

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