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DanielH

Splatting and pixel shaders

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I'm currently investigating diffrent approches on terrain texture splattig. I've read http://www.gamedev.net/columns/hardcore/splatting/. The method seems to require PS 1.4. Will it run on a GeForce4 Ti4xxx? If not, is there any other possible way to do splatting on this hardware without using multiple passes of alpha blending? The result I'm after is sonmething that would look like the terrain in World of Warcraft. Anyone know what mathod they use for teh terrain rendering. I especially like their highlight effects. I'd also like to have some reference to what differs the diffrent shader versions and which cards that support them.

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According to a differerent forum ( http://forums.pcper.com/showthread.php?t=392503 ), your card would support up to pixel shader version 1.3. I don't know if you'll find much example code for that though? I don't know if you are using directx, if you are check out this thread from the other day over on the directx forum, he uses the fixed pipeline texture blender;

http://www.gamedev.net/community/forums/topic.asp?topic_id=405346

That might be useful if you can't use shaders. The best advice would be to upgrade to at least a pixel shader 2.0 card if you can? Geforce 6600 series, or for cheapness fx 5600, though alot of people don't reccomend the fx series.

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"Most modern-game-capable computers" have at least ps_1_x, with ps_1_1 you're relatively safe, but not really comfortable (ps_1_1 is kind-of limited).

The DirectX help-docs have some info on what shaders are capable of what, but as far as I know; ps_2 and above has dynamic look-up, meaning you can change the position of the texture-read whilst in a shader: refraction! It also has more possible texture look-ups, variables, instructions.. etc.

I'm not sure what WoW uses, haven't seen it for a while. Could be a very-large texture map with the details or a per-vertex map.

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