Quote:hmm.. the only reason this non displacement could have is the ray not hitting the heightmap i think but i don't know how that could happen..
I checked this. I used another starting point in the displacement volume texture:
vec3 texCoord = vec3(TexCoord, 0.5);
instead of:
vec3 texCoord = vec3(TexCoord, 1.0);
now I don't have this artifact but other! :(
Maybe someone could tell me if the process of generating my volume texture is correct:
1.input the heighmap and generate sibgle textures with the algorithm of Danielsson (1980).
2.input the single textures in TextureAtlasTool from nvidia with the params:
-volume -nomipmap
now I have a dds texture. but what is a bit confusing is the tai file output from TextureAtlasTool:
# stone-dismap.tai# AtlasCreationTool.exe -nomipmap -volume -o stone-dismap## <filename> <atlas filename>, <atlas idx>, <atlas type>, <woffset>, <hoffset>, <depth offset>, <width>, <height>## Texture <filename> can be found in texture atlas <atlas filename>, i.e., # stone-dismap<idx>.dds of <atlas type> type with texture coordinates boundary given by:# A = ( <woffset>, <hoffset> )# B = ( <woffset> + <width>, <hoffset> + <height> )## where coordinates (0,0) and (1,1) of the original texture map correspond# to coordinates A and B, respectively, in the texture atlas.# If the atlas is a volume texture then <depth offset> is the w-coordinate# to use the access the appropriate slice in the volume atlas.heightMap00.png stone-dismap0.dds, 0, Volume, 0.000000, 0.000000, 0.062500, 1.000000, 1.000000heightMap01.png stone-dismap0.dds, 0, Volume, 0.000000, 0.000000, 0.187500, 1.000000, 1.000000heightMap02.png stone-dismap0.dds, 0, Volume, 0.000000, 0.000000, 0.312500, 1.000000, 1.000000heightMap03.png stone-dismap0.dds, 0, Volume, 0.000000, 0.000000, 0.437500, 1.000000, 1.000000heightMap04.png stone-dismap0.dds, 0, Volume, 0.000000, 0.000000, 0.562500, 1.000000, 1.000000heightMap05.png stone-dismap0.dds, 0, Volume, 0.000000, 0.000000, 0.687500, 1.000000, 1.000000heightMap06.png stone-dismap0.dds, 0, Volume, 0.000000, 0.000000, 0.812500, 1.000000, 1.000000heightMap07.png stone-dismap0.dds, 0, Volume, 0.000000, 0.000000, 0.937500, 1.000000, 1.000000
doesn't the displacement algorithm use 1.0 as the starting offset? But this seems to go from 0-1 in the <depth offset>!
On the other side. When I set my texCoord.z=1.5 it also works with except of some artifacts.
Well what are these artifacts? They still occur on some angles! On certain angles it seems as if the displacement is bigger than on other and I have some swirl effect...I'll try to make some screenshots...
[Edited by - bebud on September 2, 2005 10:13:21 AM]