Thread: Reality Check - Textures Hit Hard

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  1. #5
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    Jun 2003
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    Bubba, I don't know how many times you've pulled through huge, but thanks again.

    I've added the bilinear filtering, which makes everything so much easier to look at. Along with about a million minor changes to the engine in general, I've also added a very crude Procedural Generation and shading (both visible in the screenshots below).

    As you can see (or perhaps not), but there are some problems with getting the terrain as smooth as wanted. Currently it's using a method where it just averages the heights of surrounding pixels, and that's the height. Next on the line will probably be writing better algorithms for the height smoothing and for shading (which right now takes the Y component of a Normalized Normal, and just uses that as a ratio for how much of the texel's colour will be used), and then LOD...no matter how big or bad I think I'm getting, there's always something bigger and badder just around the corner.

    There are a million steps to go before I reach Perspective's level (I ran across his thread while searching...I forget what now...but boy, is that impressive, and a nice reminder of what can be accomplished).
    Last edited by Epo; 12-29-2005 at 11:19 PM.
    Pentium 4 - 2.0GHz, 512MB RAM
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    DX9 October 2004 Update (R.I.P. VC++ 6.0 Compatability)

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