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shadmar

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Posts posted by shadmar

  1. Hi

     

    I recently learned that surfaces can hold 65k vertices ~ (130k faces), but when I try creating a simple plane in UU3D of 65k vertices it gets distorted like this :

     

    LE_65.jpg

     

    I can successfully render upto 65k faces ~ 32k vertices.. but not 65k vertices. Is there somthing wrong with the mesh I'm creating? (attached).

    65k_vertex_mesh.zip

  2. 0.8 uploaded.

    • -Added normalmaps and foam maps from Pure3D
    • -Fixed tiling, tiles perfectly on 512
    • -Added normalmap and foam slightly scroll sine curve
    • -Added color controls for shallow and depth
    • -Normalmap animated shifting xz every second.

    • Upvote 2
  3. From what I can see the default LE terain shader uses 16 textures, but you can't use all those for different stuff like rock,grass,snow,sand etc..

     

    So basic RGBA blend is used here too.. I would guess with accompanying bump textures, and base color texture.

     

    These are the textures fetched in terrain.frag :

     

    uniform sampler2D texture0;// texture0
    uniform sampler2D texture1;// bumpmap0
    uniform sampler2D texture2;// texture1
    uniform sampler2D texture3;// bumpmap1
    uniform sampler2D texture4;// texture2
    uniform sampler2D texture5;// bumpmap2
    uniform sampler2D texture6;// texture3
    uniform sampler2D texture7;// bumpmap3
    uniform sampler2D texture8;// texture4
    uniform sampler2D texture9;// bumpmap4
    uniform sampler2D texture10;// basetexture
    uniform sampler2D texture11;// tilemap
    uniform sampler2D texture12;// colormap
    uniform sampler2D texture13;// alphatexture
    uniform sampler2D texture14;// normaltexture
    uniform sampler2D texture15;//heightmap

  4. @Michael, Thx for the new texture, looks way better than mine. (can I use your textures in the next update?)

    Also it sounds like a good idea to scroll it slightly.

    If we had two normal textures we could switch and blend back and forth every second or so.

     

    @pixel don't feel sorry for me, the only way to improve is through constructive feedback. Without some sort of audience it gets boring pretty fast. No challenge then :)

     

    @Josh, I like the idea, I have explore that one.

     

    But i'm vacating in Denmark for a while so I'll have a look when I get back.

    I also have some ideas on how to solve tiling.

     

     

     

  5. Bullet has the same, and much more, and on all platforms. PhysX has lost the race, like DirectX has too.

     

    I don't understand, I thought PhysX and Havok were the most used physics engines used in games today.

  6. Wow that is one really epic scene :-)

     

    I don't know what could cause the ocean to stop animating except if you somehow override apptime variable wich the vertexshader reads to animate the ocean.

     

    Thx for the foam I will check it out.

  7. Wow thanks, now that will certainly boost my confidence smile.png

    But it still suffers from not being tilable and would probably look better using a reflection camara instead of a cube reflection

    Maybe if if put on an adaptive mesh and using hw tessalation with some FFT ripple waves it could be great,

     

    @Mike, great shot!

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