Jump to content

  • Log In with Google      Sign In   
  • Create Account

We're offering banner ads on our site from just $5!

1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.


Member Since 20 Jul 2012
Offline Last Active Jul 03 2014 08:27 AM

Posts I've Made

In Topic: XNA 2D Sprite Sway/Wind for Foliage, Trees, ect...

27 April 2014 - 10:22 AM

This might be a useful resource http://http.developer.nvidia.com/GPUGems/gpugems_ch07.html

In Topic: Terrain stitching micro seams

10 April 2014 - 01:21 PM

I use a different method, illustrated here, to achieve almost infinite landscape, but it might not be to your tastes.




An alternative I've seen used elsewhere is to drop a vertical "skirt" from all your tile edges, this is a bit of a cheat, but the user will never see the discontinuity.



In Topic: World Space point in Bounding Box, in Shader

06 April 2014 - 06:31 AM

Just to finish off this topic, the recommended solutions did work. My reported problem with inaccurate clipping was becuase I'd generated by BoundingBox from the objects existing BoundingSphere, which conseuqently was much larger than the "proper" tightly scoped bounding box.


Hope noone else makes this stupid error :-)

In Topic: World Space point in Bounding Box, in Shader

01 April 2014 - 04:12 PM



I'm grateful for the help given but I seem to be hitting an accuracy problem with the Point in Box when the Point has been calculated by back-calculating the XY from V_POS and the Z from the depth buffer. My depth buffer is a deferred rendered texture SurfaceFormat.Single, but because this is a landsape with a large depth of field, I'm pretty sure this isn't going to be accurate enough to store and then re-calculate the world position well enought to then do my cut-out. I get a lot of artefacts which are explained by the depth buffer not being able to accurately reconstruct my world position. However I do realise that the original world position was expressed a Vector3 (which is a set of 3 Single) so the data is using the same range structures.


Can anyone just confirm that a Single based texture is appropriate as a deferred depth buffer ? If so, I can then go and take my code apart bit by bit to find my problem.





In Topic: World Space point in Bounding Box, in Shader

30 March 2014 - 02:35 PM

Thanks for the tips.


eppo - this would work for a non-AABB, yes ?


eppo, kalle_h, is my method here sound for doing landscape overlays on dyanically rendered terrain; is there another cheaper option, or is this common practise ?