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AquaMacker

Normal So Strange....>.<

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[font="Verdana"][size="2"]I make a Terrain.[/size][/font]
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[font="Verdana"][size="2"]First, Let's see ScreenShot...^^a [/size][/font]
[font="Verdana"][size="2"]English explaination is TOO DIFFICULT ^__^[/size][/font]
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[font="Verdana"][size="2"]1. Mesh ver.[/size][/font]
[font="Verdana"][size="2"][attachment=5623:mesh.jpg]
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[font="Verdana"][size="2"]I make each mesh node And use D3DXComputeNormals().[/size][/font]
[font="Verdana"][size="2"]I use quadtree...[/size][/font]
[font=Verdana][size=2]But normal value is [b]SO[/b] strange..[/size][/font]
[font="Verdana"][size="2"]And FPS so low. I use Optimize Mesh and D3DPT_TRIANGLESTRIP in Draw....[/size][/font]
[font="Verdana"][size="2"][b]SO[/b] [b]strange[/b]..[/size][/font]
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[font="Verdana"][size="2"]2. Direct Normal value [color=#333333]Manual calculations ver.[/color][/size][/font]
[font="Verdana"][size="2"][color=#333333][attachment=5624:IBVB.jpg]
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[font="Verdana"][size="2"][color="#333333"]This version is So Fast.[/color][/size][/font]
[font="Verdana"][size="2"][color="#333333"]FPS so high...[/color][/size][/font]
[font="Verdana"][size="2"][color="#333333"]But normal value is SO[/color][/size][/font][color=#333333][font=Verdana][size=2]SO[/size][/font][/color][color=#333333][font=Verdana][size=2]SO[/size][/font][/color][color=#333333][font=Verdana][size=2]SO[/size][/font][/color][color=#333333][font=Verdana][size=2]SO[/size][/font][/color][color=#333333][font=Verdana][size=2]SO strange. [b]T.T[/b][/size][/font][/color]
[font="Verdana"][size="2"][color="#333333"][img]http://public.gamedev.net/public/style_emoticons/default/blink.gif[/img][/color][/size][/font]
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[font="Verdana"][size="2"][color=#333333][b]How can I fix it?[/b][/color][/size][/font]
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[font="Verdana"][size="2"][color="#333333"][b]Please Help me....HELP !!!!![/b][/color][/size][/font]

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1.
The first image show light from faceted normals because each vertice's normal is only using the vertices on the same triangle.

2.
I don't understand the second error but the .x model format was never made to be used outside of the DirectX SDK.
"Tutorial07" in the DirectX SDK show an easier way to store model data in your own array for more speed, stability and control.

I recomend using bump mapping in the pixel shader so that you can get a higher detail level without any work on the CPU.
Just sample the bump map multiple times with offsets to get smooth derivatives and use normalize(DX, 1, DY) as the current pixel's normal.
The bump map can be reused as a displacement map for the vertex shader so that you can get dynamic detail adaptive GPU accelerated terrain.
The bump/displacement map can then be modified on runtime when playing the game.

Dynamic terrain in my engine:
[url="http://www.youtube.com/watch?v=v_IYPFLC5D0"]http://www.youtube.c...h?v=v_IYPFLC5D0[/url]

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[font="Verdana"]Thanks Very very very very much [/font][img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img]
[color=#333333][font="Verdana"][size="2"]Please forgive my poor English [/size][/font][/color][img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img]

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