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Member Since 15 Oct 2012
Offline Last Active Mar 07 2016 12:50 PM

Posts I've Made

In Topic: Anyone here a self-taught graphics programmer?

22 March 2015 - 11:43 AM

Entering my 5th year of development. I would say Im a mix. I was taught basic principles of programming by several mentors at the company I am at and then I was on my own when it came to DirectX so between tutorials on the web and trial and error I would say I am self taught in D3D11.....That said I am still very wet behind the ears. My graphics work is entry level at best.

In Topic: Procedural texture smoothing

19 March 2015 - 01:41 AM

Mipmap it and sample from a miplevel further down the chain.  E.g you might render to miplevel 0, run GenerateMips, then sample from miplevel 2.  In that case you'd only need to create your texture with 3 miplevels.


I overlooked this one at first....Doesn't mipmapping create lower resolution versions of the same texture? How would that help an already extremely low resolution/large texel size?

In Topic: Procedural texture smoothing

19 March 2015 - 01:34 AM

It is already an 8bit texture. Its how to do the blurring and rounding that I am asking.

In Topic: D3DReflect returns E_NOINTERFACE

18 March 2015 - 03:43 AM

Update....strange. I was missing a file called D3DX11EffectsD.lib in my Debug output folder which i had in other projects. Not sure where it comes from as they don't seem to compile it but anyway....Things are working now.

In Topic: Procedural texture smoothing

18 March 2015 - 02:40 AM

Can we see a screenshot with linear filtering?


Linearly sampled:




Really? I would at least expect soft blending over the span of a single texel from your river texture with any kind of *linear blending. The size of a river texel from your screenshot looks pretty huge, so it should make some kind of a difference! The blend range should be on par with the blending you see between the river/land outside of the helicopter. How are you blending the river texture with the other grass texture in your shader?


If this really can't be solved with a texture sampler, you might have to stream in high resolution textures for smaller areas. Depending on your needs you could go with a more sophisticated geomipmapping solution if you really need some draw distance. If not that maybe you could do some kind of percentage closer filtering, where you take a number of river texture samples around a sample position and get the average of them. It could look noisy depending on how you do it, though.


Exactly. The source texture is very low resolution. However it is not the same object in memory as the river texture seen in the simulator, which is much higher resolution. My only means of retrieving the data for my purpose is by a somewhat slow method involving latitude and longitude calculations. That's why I want to first render my low resolution texture into a higher res one with some sort of smoothing applied and maybe some Gaussian blur for blending(right now the borders of the source texture are sharp). That's where i am stuck. Never done such smoothing or blurring in D3D before.