That way, you can define one square, generate more primitives and read the y value of those new vertices from the height map. Tessellating is basically splitting a primitive (square, line, triangle) into multiple smaller primitives. Instead, you'd use the tessellation shader. If you do it very naively, you just define a mash of how many pixels you have and read the Y (we're using OpenGL here where +Y moves goes "up") from the texture. A value of 255 (white) is the highest point. A value of 0 (black) is the ground level. It's a gray scale image of the height of your terrain. This is vital to modern terrain rendering. I assume every modern GPU has a tessellation shader. I actually wrote my bachelor thesis about terrain rendering so I'm gonna get a bit into detail. Feedback Friday Screenshot Saturday Soundtrack Sunday Marketing Monday WIP Wednesday Daily Discussion Quarterly Showcase Related communities 1 For questions, get in touch with mods, we're happy to help you. Free assets OK, be sure to specify license. If you need to use screenshots, that's ok so long as is illustrates your issues.ĭo not solicit employment. Use discord, /r/indiegames, /r/playmygame or /r/gamedevscreens.īe specific about your question. Feedback, praise, WIP, screenshots, kickstarters, blogs, memes, "play my game", twitch streams.
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