Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 07 Nov 2012
Offline Last Active Today, 01:14 AM

Posts I've Made

In Topic: Static Shadowmap from a HeightMap

10 October 2016 - 12:47 AM

thx for answer! i solve the problem.. i simply forgott to do the IF statement into the while loop! ;)


Anybody have a clue how i can port this into a shader(hlsl)? 

In Topic: [XNA] Matrix.CreateRotationX

09 November 2015 - 12:39 AM

Thank you guys for answer, i hardcoded the Matrix.


But i have another issue.


My Planet is normalized Cube with six side.


I create the Noise Value like here described:



The Noise generated for each patch, so the PixelShader needs the Coordinate of the patch (xNW, xNE, xSW).


For the root Patch ( without subedived the quadtree it´s):

 nw = new Vector3(-1,0, 1);
 ne = new Vector3(1, 0, 1);
 sw = new Vector3(-1, 0, -1);

Assume this is for the TopSide of the Cube.


How i get the noise for the Front side of the Cube?


It´s a 3d noise Funtion in the Shader so how i can translate the nw, se, sw Vector to match the front side (when i pass the right Value i have no seams on the Cube Faces like:)



In Topic: [XNA] Matrix.CreateRotationX

07 November 2015 - 09:12 AM

Thank you for Reply


the thing is: is have 6 flat grids (33x33 Vertices) i would translate each grid to a Cube. Should the number not -1 or 1 ? Why is it so tiny?

In Topic: QuadTree VertexPopping?

10 October 2015 - 10:57 AM

Found the problem, 


Horizon Culling is poor -> http://crappycoding.com/2009/03/horizon-culling/


Anbody knows a better Method?

In Topic: Use 64bit precision (GPU)

21 April 2014 - 11:14 AM



Now i do the Relative to the Eye transformation in the VertexShader

VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
    VertexShaderOutput output;

	float3 worldPosition = mul(input.Position, World).xyz;

		float3 normalized = normalize(worldPosition);  // Normalize all Vertex to get a Sphere

		float4 scaled = float4(normalized * SeaLevel, 1);  // Scale all Vertex with SeaLevel = 6000

		scaled -= float4(camPosition, 1); //All geometry relative to the Eye 

	output.Position = mul(scaled, ViewProj);
	output.Position.z = log(C*output.Position.z + 1) / log(C*Far + 1) * output.Position.w; //Logarithmic Depth Buffer
    return output;

It works, no Jittering, but i have some odd  "stairs"


So whats going on here?