Jump to content
This is not recommended for shared computers
Sign in anonymously
Don't add me to the active users list
Bring your ideas to life with a Gaming Degree from Full Sail University
19 November 2013 - 03:27 AM
Anyone knows if there's an equivalent to D3DReflet for Opengl ?
D3dReflect allows to Query the shader needs after compilation.
29 July 2013 - 02:22 AM
I'm actually working on terrain rendering based on quadtree & GeoMip Terrain.
I've implemented normal maps generation by the GPU and everythings works fine except I'm getting artifacts near the ground.
I Get lines (cf screenshot) after the normal calculation wich is certainly a precision issue.
Heightmaps are 256^2, and shows no artifacts.
Normal Maps are 256^2 and artifacts shows at ground level (Quadtree depth is 16 and above.)
Both are R32G32B32A32_FLOAT textures.
If anyone has an idea or experienced those kind of artifacts, I'll be grateful
Here is my normalMap HLSL code (with scale coming from CPU : f32 scale = 1<<pTreeNode->GetDepth(); );
GameDev.net™, the GameDev.net logo, and GDNet™ are trademarks of GameDev.net, LLC