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PostPosted: Sat Jun 02, 2007 8:23 pm 
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Experimenting with shaders. Large textures spanning over multiple tiles, scale is changable etc.

Currently theres two textures here, the grass and dirt road. Transitions are not yet done but those wont be a problem.

Image
Image

Minimum shader required is vertex v1.1 and pixel shader model v1.4 (directx 8.1 capable card), since this is a simple "one line" texture coordinate thing...


Last edited by Mystiqq on Sun Jun 03, 2007 10:53 am, edited 1 time in total.

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PostPosted: Sat Jun 02, 2007 8:38 pm 
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Looks nice so far.

What about transitions? Blending using a transitiontexture?


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PostPosted: Sun Jun 03, 2007 8:07 am 
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Yea, probably using black and white texture to do the blending. Basically have the shader take the two (?) ground textures and the b&w blending texture and combine them in the pixel shader. This also means the shader itself is reuseable for any material/tile.

However, im also considering using a RGB blending texture, at least if theres need to blend "three ways". I recall that there are some tiles that require this, i believe, but fortunately i think these are few and far between.

This still WIP and ill be trying out stuff and learning, but its looking good. :)


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PostPosted: Fri Jun 22, 2007 12:55 pm 
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Nice work btw. Too bad that my GFX-Card is not supporting the 2.0 Shader ^^


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PostPosted: Fri Jun 22, 2007 2:21 pm 
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At this time, im doing all shaders as if they were shader model 2.0. It just makes the job (learning shaders etc) easier when you dont have to deal with the support for different hardware. These blending effects WILL work on lesser shader models, have to sort that out later along with the support for OpenGL.

For now, ill be working on the "enviroment shaders" like the terrain, shadows or such.


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PostPosted: Sat Jun 23, 2007 3:57 pm 
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Ah no problem. I'll try it on my desktop pc then ^^


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