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dpadam450

Tessellation and Bullet Decals

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Since tesellation is a screen space effect, and it is texture based I was thinking of how decals might be implemented. Let's assume the thing you are shooting is pretty bumpy up close and far away just the flat wall. If you intersect the lowest point on the wall, while tessellated (performing some kind of raycast to find the actual value it would hit up close and tessellated), you would be either above or below the flat surface of the wall depending on if your displacement is outward or inward for the height map. So then the decal at some point is either floating or has disappeared.

Any ideas?

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Any ideas?

What rendering technique are you using ? If you use a deferred shading technique, then it doesn't matter how you build the g-buffer. Eventually you can project the decals into the g-buffer.

Edited by Ashaman73

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Yeah deferred decals are pretty nice for that stuff. You can choose how "thick" they are -- what volume of space they are applied to, so you can specify how much error is allowable between hit detection and visual geometry.

Even excluding tessellation, most games already use different geometry for physics/collisions and visual/rendering, so there's already an error to deal with.

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Don't forget to test if the camera is inside to invert the culling of the box when rendering the decal.

Edited by Alundra

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