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robinei

"Wobbly" shading

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Here is a quick terrain thing I did, with goraud shaded polygons. It's a 1025x1025 mesh stored in a quadtree. The problem is that the shading "wobbles" when I move the camera. Can anyone give it a try and explain to me what it is? Is it just a problem with goraud shading that will go away when I use textures? Edit: Ugg no remote linking.. Just go Here and then click the link. And you may have to turn arount to face the terrain. [edited by - robinei on June 10, 2004 9:47:43 AM]

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It crashes for me . Does it require anything special to run? I am on my laptop at work so I don''t have great graphic capabilities.

dimebag

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I tested it out this morning (but didn''t have time to reply), and on my GeForce FX 5200 I didn''t see any abnormalities. No wobbliness or anything with the shading. It looked like the shading was based on the height of the vertices, and it stayed constant the entire time I was wandering around. I''m using Forceware 61.32 beta drivers, BTW.

--Buzzy

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Hi,

can''t try it out right now, because my machine is booted into linux and doing some extensive compiling.
But I have an idea what could cause your wobly shading.
Could it be that you are using some form of LOD scheme? If so, lower lod-levels will also drop you vertices that contain shading info (normals and after T&L shaded color information).
Maybe some form of low-res normal-map with per-pixel-lighting will help.

Jan

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Runs REALLY slow on my machine, 3.2 GHz; Radeon 9800 Pro.

It was so slow that i barely could turn at all or move for that matter. odd itsnt it....

[edited by - Mulligan on June 11, 2004 12:53:37 PM]

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Holy can barely even run that thing it''s so slow. And it''s merely goraud shading! I cannot walk around a level at 3 seconds per frame!

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It runs fine on my machine, speedwise

P4 @ 2.4 Ghz
768 Mb RAM
GeForce 4 Ti 4200

However, I DO see some shading wobbling, but only when the shaded portion is ~90 degrees, if that helps.

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I''ve got a Geforce FX 5900 and its run perfectly. The shading doesn''t change or anything. Looks good, silky smooth FPS.

My only complaint is that you should handle the SDL_QUIT event so you don''t have to use the task manager to end it.

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Esc will quit too..

Wierd that it''s slow for some of you. I get acceptable speeds on a Duron 900 with a Geforce4 Ti4200. Did you all have ATI carts who got bad fps?
Strange anyway. It''s just a bunch of VBOs preloaded into VRAM for each patch. Then only a glDrawElements call to render each patch(GL_TRIANGLE_STRIPS).

Why the shading is only wrong for some people eludes me too.

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