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雑魚は多めにして、爽快感重視にしつつ・・・(´・ω・`)
早いとこ、ベースを作って、完成にもっていかないとね。
タイトルもまだ迷ってるだよなぁ。 
#indiedev  #indiegame #screenshotsaturday https://t.co/IwVbswGrhe
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Texture Shading

4: Adsense

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#1 Such1   Members   

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Posted 22 October 2012 - 09:01 AM

Hey guys. I'm using DirectX 11 with Shader 4.0 to create a real time terrain.
Since I'm usign Shader4.0 for compatibility purposes I can't use RWTexture2D so I'm usign RWStructuredBuffer.
But the terrain is squared now. I need a way to blend between each of the square but I can't find a good algorithm.

#2 Such1   Members   

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Posted 22 October 2012 - 09:19 AM

Ok. I added this to the code and it already helped:
instead of:
return buffer[y*buffeLength + x];

float xPart = x-(int)x;
return buffer[y*buffeLength + x]*(1-xPart) + buffer[y*buffeLength + x + 1]*xPart;

But I don't know how to add the y component to the formula.

#3 phil_t   Members   

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Posted 22 October 2012 - 11:43 AM

This might help you: http://en.wikipedia.org/wiki/Bilinear_interpolation#Unit_Square

Have a look at the section "Unit Square". I think this is the formula you want?

#4 Such1   Members   

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Posted 22 October 2012 - 04:08 PM

Thank you. I continued playing with my code until I got some good results and that is exactly what I got.
I was trying to get the same result using triangles instead of quads and it wasn't good.




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