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Member Since 26 Oct 2013
Offline Last Active Nov 02 2014 08:49 AM

Topics I've Started

Normal map artifact still here.

31 October 2014 - 08:12 AM

I've made simple terrain normals into texture rendering function(without tanget and bitangent calculations). And picture had became good.  


but there is like vertex lighting artifacts still here



Is it can be solved?

Terrain lighting artifacts

08 October 2014 - 07:13 AM

normali1.jpgHere is strange artifacts during the lighting. I've tried a different average normals calculations, but nothing. I think that it may be bad light shaders I've made. Or may be something else...please help.

Jittering near a landscape.

07 April 2014 - 07:01 AM

I'm working on 3d planet engine with terrain. Now I have quadtree planet with SRTM terrain. It's work fine but exept one. Camera begins rumble-tumble(jitter) :) on the low altitude(close to the zero altitude).


Here is a my video I've made this...




Could you help me to head me right way please))



How translate a polygon on Earth?

19 November 2013 - 06:15 AM

Ok, how to translate polygon on sphere(or better Earth ellipsoid) that polygon proportions(sizes, corners angles) stay the same as before translation?

How to check that two nodes of quadtree are neighbours?

26 October 2013 - 05:58 AM

Sommet way is working to searching neighbours in the quadtree, but what if two nodes are given allready, and only thing is last it is to check that they both are neighbours to the given direction(N,W,S,E)?


In my algorithm I use Sommet way: I traverse up to the common uncestor and watching nodes for reflection(symmetry). But it is not works properly. As result there are a more than one neighbours matched to the given direction, it's impossible, because one direction - one neighbour.


Please help, how to check two nodes are neighbours?



I need this for stitching terrain nodes.