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Comments:

<0> Heya
<0> Is it possible to have 2 devices on the same window?
<1> hi
<2> anyone got a few moments I just have some questions on how to properly (lerp) or what not my 4 textures in my shader against the height values from my custom vertex struct
<3> @_@
<2> shader has var's for min/max of each texture and is getting the height values from the vb



<2> if i lerp 2 of the textures against the height values it works
<2> but im not sure how to throw in the extra 2 textures into the mix
<2> any idea's
<3> lerp 2 together, then lerp the results
<2> well i tried this
<2> i lerped the first 2
<2> then lerped the second two
<2> then i lerped the results based on 0.5f
<2> figured half and half right
<2> that didnt seem to return nice results
<2> kinda made it all nutty colors
<2> i figured that would work but alas it didnt
<3> wells
<3> you want them to be specific percentages from the height map
<3> and never over 100% total
<2> ya
<3> so just figure out the percent, and multiply each color by that and add them together
<2> in ps 2.0 lerp is frmo 0-1 right?
<2> *from
<3> yeah
<2> ok



<2> good
<2> also when I say min/max I mean height values im sure you know what I mean.
<2> like I want them to pop texture1 in and say 0-100 is the height for that texture
<2> ect thru all the textures with a range from 0-255
<2> on all 4 textures
<3> yeh
<4> hello
<4> anybody here looked at the direct3d HDRIPipeline sample ?
<2> Glash Must be using a modem or he has rats chewing on the damn wires
<5> he gets one more spammy :P
<2> :p
<2> ok Ghaleon so when I get home imma try to sort out my landscape texture blending issues I have one quesiton Lerp will need values from 0-1 correct so if the Heights that are coming in from the customer vb struct are 0-255 should I use something like Smooth step
<2> to smooth out the values or what
<2> because now that im thinking about it if i say take my first 2 textures and lerp(tex1, tex2, HeightValue) that value
<2> will want a 0-1 value right?
<6> smoothstep is just hermite interpolation instead of linear interpolation
<6> the coefficient should be 0..1
<2> oh there you go your absolutely correct
<6> http://www.rendermanacademy.com/docs/smoothstep.htm
<6> http://rafb.net/p/xD7jIt16.html
<6> expressed in terms of lerp
<2> very nice thanks
<6> np :)


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