some notes
Naman Gupta <[email protected]>
| Newsgroups | gmane.comp.graphics.crystalspace.devel |
|---|---|
| Message-ID | <CAJ4hSG14BJhjZEfoZS6A+yN2AdPXwwpMQWR-_91ozKP_0mF1dg@mail.gmail.com> |
hey, some small notes on what i've been looking around. 1). only one ocean cell (one which is nearer to the camera) shows LOD. While other adjacent to it should also react. 2). adjacent ocean cell are not connected at the edges and shows following artifacts. http://img826.imageshack.us/img826/6109/85109227.jpg 3). i noticed a slight jerk when we moves || to ocean. i'm assuming this is because as we move along the code it made in such a way the camera never reaches the edge of an ocean cell and ocean cell's center is shifted to the camera's x-z coordinates. i'm planning to make an algo that connects LOD levels so that it doesn't shows 2. Plus proper distribucation of LOD levels among ocean cells. i'm look and the present implementation. This should pretty much solve the problem. i'd be referring to nvidia ocean demo for that. also there is a function "vert2frag main" in ocean.cgvp. how is this function called? i'm not able to understand if fragment shader needs work or not as it's only the wave function probably for interconnection of adjoining ocean cells. i'd also need a "small little quick clue" on how to approach it. Also perlin noice blending can be used to remove tiling artifact but it can be kept for later part. regards Naman ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Crystal-develop mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-develop