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Re: A9?
[Re: Harry Potter]
#424893
06/23/13 21:40
06/23/13 21:40
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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Yes, I would like to experiment with DX11, too, but it is NOT a must for GStudio. @Thomas: Yes, I see where this feature would come in handy for you. However, you are probably better off with using the following approach for your vegetation, especially without DX11: http://www2.disney.co.uk/cms_res/blackrockstudio/pdf/Foliage_Rendering_in_Pure.pdfThere you render the vegetation (separated from the game world) with alpha testing (thus solid and much much faster, esp. with many overlapping polygons/ models) and use an alpha mask to keep the smooth edges that you normally would lose with alpha testing alone.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: A9?
[Re: Superku]
#424902
06/24/13 04:08
06/24/13 04:08
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Joined: Dec 2002
Posts: 3,363 Vindobona (Ostarichi)
Harry Potter
Expert
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Expert
Joined: Dec 2002
Posts: 3,363
Vindobona (Ostarichi)
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There you render the vegetation (separated from the game world) with alpha testing and use an alpha mask to keep the smooth edges that you normally would lose with alpha testing alone. Thanks, Felix, but this technique doesn't solve my problem. I had used a similar technique some years ago, but without any shader. I used two models, which had exactly the same polygons and exactly the same position within the level. One model had a bitmap texture with overlay (alpha testing) and one had a TGA texture with an alpha-mask and soft borders. The result didn't look good, because I still had sorting problems at the edges (the soft borders were sorted in the wrong order). And this doesn't look realistic, especially when I use very detailed textures.
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Re: A9?
[Re: Superku]
#424919
06/24/13 12:25
06/24/13 12:25
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
Expert
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Expert
Joined: May 2005
Posts: 2,713
Lübeck
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Harry Potter, you do understand that the Order Independant Transparency shown in that video is not a DX11 feature one can just enable, but a quite complex shader effect which takes advantage of DX11 features. I actually didn´t read the paper in more detail than a short look, but I guess the basic idea they use is to create a linked list for each rendered pixel with the data to blend, sorting the data by distance and then blending it together. Thanks to features of DX11 and current hardware this can all be done on the GPU at a quite good performance. Here is the paper about it: https://graphics.stanford.edu/wikis/cs44...s-10-11-oit.pdfAnd maybe this part of the discussion could make a new thread as it is quite off topic, but could make an interesting discussion?
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Re: A9?
[Re: Slin]
#424959
06/24/13 18:33
06/24/13 18:33
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Joined: Dec 2002
Posts: 3,363 Vindobona (Ostarichi)
Harry Potter
Expert
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Expert
Joined: Dec 2002
Posts: 3,363
Vindobona (Ostarichi)
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Harry Potter, you do understand that the Order Independant Transparency shown in that video is not a DX11 feature one can just enable, but a quite complex shader effect which takes advantage of DX11 features. Yes I know that it is a shader. But this shader can only be used together with DirectX 11. Therefore I wish that DX11 will be implemented in A8/A9 as soon as possible. Thanx for the paper. It looks very interesting.
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Re: A9?
[Re: Slin]
#424964
06/24/13 20:00
06/24/13 20:00
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Joined: Dec 2002
Posts: 3,363 Vindobona (Ostarichi)
Harry Potter
Expert
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Expert
Joined: Dec 2002
Posts: 3,363
Vindobona (Ostarichi)
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And maybe this part of the discussion could make a new thread as it is quite off topic, but could make an interesting discussion? I have opened a new thread for discussions: Order Independent Transparency @Superku: could you please post your last comments again in german language (using the new discussion thread). To avoid misunderstandings. ![wink wink](/ubb7/images/graemlins/default_dark/wink.gif)
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