I have never quite been a master of the d3d9 blend modes.. I know the basic stuff, but have been trying for a while to get a multiply/add blending mode... the best I can figure out is mult2x by setting:
//this isn't quite what I want.. basically I wonder if there is a way to like multiply by any color darker than 0.5 and add by any color lighter than that..? I don't know, maybe this system is too limited...
I've been trying to implement simple virtual globe rendering system using "3D Engine Design for Virtual Globes" book as a reference. What I do is I use 6 planes to form a cube, send it to GPU and use vertex shader to form a sphere and add random noise to simulate surface of the planet. The problem is how do I do CPU work on the vertex data from now on - how do I get world space coordinates of a terrain patch to perform LOD techniques, how do I do camera-terrain collision detection etc. ?
Are lightmaps still the best way to handle static diffuse irradiance, or is SH used for both diffuse and specular irradiance now?
Also, do any modern games use direct light in lightmaps, or are all direct lighting handled by shadow maps now?
Finally, how is SH usually baked?
So I was wondering how modern terrain and water geometry works both with and without tesselation. Essentially:
1) Is Geoclipmapping still the best CPU tesselation technique?
2) Is Geoclipmapping still used with tesselation?
3) Is non-tesselated water just flat? Is there any other (reasonable) ways to simulate it? Do people use Geoclipmapping for that too?