glararan

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About glararan

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  1. Tessellation tiles gaps

    That's not actually my problem like in video.. I don't have these problems with terrain
  2. Tessellation tiles gaps

    So I should change TES shader. If I understand correct, I have to change following code: // Calculate the normal // This could be moved to a one-time pre-process step to create a normal map. // This would be a good candidate for a compute shader. // For deformable terrain, would need re-generating when terrain is modified const ivec3 offset = ivec3(-1, 0, 1); // Texel offsets float delta = 2.0 * horizontalScale / textureSize(heightMap, 0).x; // Horizontal displacement in world coords float left = textureOffset(heightMap, Out.texCoords, offset.xy).r; float right = textureOffset(heightMap, Out.texCoords, offset.zy).r; float top = textureOffset(heightMap, Out.texCoords, offset.yz).r; float bottom = textureOffset(heightMap, Out.texCoords, offset.yx).r; vec3 x = normalize(vec3(delta, right - left, 0.0)); vec3 z = normalize(vec3(0.0, top - bottom, delta)); vec3 n = cross(z, x);
  3. Hi there,   I'm looking for solution few months but still nothing. Last week I found new articles about this problematic. 2 articles saying there is problem with tessellation outer level. I set that settings for 0-3 to 7.0 but nothings changed.   What I tried for: 1) Set same height at neighbours... result: terrible! Look: Red thing mean border between tile.   2) Draw another thing "neighbour-fixer?" Result? Some camera angles destroy effect "it's part of original tile". Check top right corner of green thing.. Another thing... its using a lot of vertices.. I mean it's bit inefficient but better than nothing.   3) Shader solution? I mean my shaders are written bad so there is bug but I don't know how to solve it.   So my real question is... Is third mark possible to fix this whole problem? Can be shaders written incorrect and can be written correct to fix this thing?   Original screen problem:   All images were posted with tess level outer I mentioned.   Width, height of map: 1024x1024 Tiles: 16 (256x256)   Articles: http://gamedev.stackexchange.com/questions/70096/what-is-the-role-of-tessellation-in-terrain https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/sdk/11/TerrainTessellation_WhitePaper.pdf http://stackoverflow.com/questions/23530807/glsl-tessellated-environment-gaps-between-patches http://www.diva-portal.org/smash/get/diva2:566135/FULLTEXT01.pdf     Or do you have any other solution?     Vertex: http://pastebin.com/t2CrJ0f7 Geom: http://pastebin.com/C7JPGpeD TCS: http://pastebin.com/rm5DgpPu TES: http://pastebin.com/DsruCktp   Thanks for reply and help!
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  9. Hi,   I have terrain based on level of detail. I'm using tessellation and I have cracks between each map. I have no idea how to fix this.   If someone have an idea please, share it with me. Thanks!   Below you can see cracks between map (red lines mean border of each map)  
  10. Hello,   I'm coming for advice how to make flatten tool with option angle.   What I have done? Simple, I have whole function for making flat terrain, also in following picture you can see its working.   I'm using following formula to making terrain flatten: // @change(float) = pow(0.2f, dt) // @mapData[index](float): heightmap // @y(float): height at cursor position float changeFormula = change * mapData[index] + (1 - change) * y; mapIndex[index] = changeFormula; // sending mapIndex[index] to repaint Now what I want to do with terrain? Simple again... following picture for better describing   Biggest trouble for me is making formula, I don't know how to make it. If you are math genius tell me please what I need or if its very easy for you if you can solve it.   Thanks.
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