Jump to content

View more

Image of the Day

WIP title screen for #DeathOfAPartisan #screenshotsaturday #gamedev https://t.co/qJNhfZCvd4
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.


Sign up now

Soft filtering edge of tilebase Terrain

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
20 replies to this topic

#21 Auskennfuchs   Members   

989
Like
0Likes
Like

Posted 17 May 2013 - 09:04 AM

For FFP you can have a look at e.g. this site:

http://www.e-reading-lib.org/bookreader.php/143437/Pike_-_DirectX_8_Programming_Tutorial.html

There you can find some example, how to calculate normals and also setup lighting. But today, even with DirectX9 you should give HLSL a try. The FFP is also just emulated by shaders in modern DirectX.

And shading does not depent on view or projection. For directional light it only uses the light direction and the normal for each vertex. The normal is still the same, when you translate or scale the vertex. Just when rotating you have to rotate your normal too.

For a terrain, the position of each vertex shouldn't alter between two frames. So when your shading differs when changing the viewing position you have some influences by transformed vertices.






Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.