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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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