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Member Since 16 Oct 2001
Offline Last Active May 19 2015 11:20 AM

Posts I've Made

In Topic: Chaining Pixel Shaders

12 May 2015 - 06:14 AM

Just to elaborate some more, chaining shaders would require you to output to an FBO at each stage, this takes up quite a bit of VRAM if they are RGBA32. Also, keep in mind that you are writing out to a lot of extra pixels for every frame, this also slows things down quite a bit. As mentioned before, it is unavoidable sometimes, like in the case of a Bloom pass, but it should definitely be minimized.

In Topic: Mad question- how to reconstrught height map from normal map

01 April 2015 - 12:10 PM

Are you planning on doing this in real-time in a shader? I ask because that could result in quite a performance hit. Also, if you are not doing it in a shader, there is software that can already re-build height maps for you, given an obvious height scale parameter. It's important to note that if you are mapping something like stone, where one "bump" in the normal map might have the same slope as another, you will end up with the same height at those two different places because the curvature is the same and there's no way to know without the original height map where the slope ends in height at those distinct spots.

In Topic: Tile Map Editor - Individual Tile editing

22 December 2014 - 07:48 AM

*Obligatory don't do it yourself unless you really have to reply!*


Before you delve into this, have you looked at Tiled (http://www.mapeditor.org/)? It's very powerful and would easily create these sorts of maps with the right tile-set.

In Topic: Terrain tesselation and collision

18 December 2014 - 12:49 PM

As mentioned previously, these things are indeed separate. I have also been working on the problem.

What I do is keep the mesh data in very very small patches. I can tessellate these patches on the GPU

for more visual detail, or turn them into a grid to pipe to the physics system. It works pretty well.

In Topic: What is a day like in the life of a programmer?

14 March 2014 - 11:32 AM

I often describe my day simply as such:


40% research/reading

40% conversation

20% coding