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Re: DX9 version of Multi-Detailmapping Terrains [Re: Steempipe] #36046
11/30/04 21:38
11/30/04 21:38
Joined: Dec 2003
Posts: 266
Celle
task1 Offline
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task1  Offline
Member

Joined: Dec 2003
Posts: 266
Celle
hehe would be nice


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Re: DX9 version of Multi-Detailmapping Terrains [Re: task1] #36047
01/09/05 09:17
01/09/05 09:17
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Sorry to bring this thread up again Steempipe, but I need to ask you a couple things about this shader. Anyways, I was wondering how I'd be able to have 4 detail maps instead of 2(badly needed!)? It would be great if I could have an alpha map in the colormap which defines where to put the additional 2 detail maps. If not that then perhaps the G and B of the alphamap can define where to put the additional 2 detail maps. If you dont have time to modify the script then please share some guidence on how I would go about it.
Besides that, I was wondering if a pixel shader version of this would be much faster than current FFP version(the current one of this is speedy enough but 4 detail maps may slow it down...)? As well, does an FFP shader even require any fallbacks at all? Shouldn't a Geforce 2 card work well with FFP? If it does require fallbacks what would they be? Thank You, your time is highly appreciated.


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Re: DX9 version of Multi-Detailmapping Terrains [Re: William] #36048
01/10/05 01:43
01/10/05 01:43
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
Serious User
Steempipe  Offline OP
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
A quick note to answer part of your question:

I would still consider putting a bare minimum fallback in the effect file. You never really know what card will be running it. For example; it may not support (3) texes per pass, alphaops, or the order of args.
I put (2) fallbacks, (1) being the colormap and 1 detailmap, (2) being just the colormap.
Even if using d3d_shaderversion, I would still add a fallback technique in case something slides through.

As far as the amount of textures, passes, what-not. I am making a point to script in the ability for an "option menu" where the number of textures blended, the detail amount of the textures, query what pixelshader is available, etc, can be user selected.
I believe it should be up to the end-user to decide how much they want to tax their system and to give options to ensure that they will in fact be able to run the proggie.

I'll try to get back to you about adding more textures.. it will probably be via Private Message, tho.

Eric

Re: DX9 version of Multi-Detailmapping Terrains [Re: Steempipe] #36049
01/30/05 08:43
01/30/05 08:43
Joined: May 2004
Posts: 164
Germany
D
DARKLORD Offline
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DARKLORD  Offline
Member
D

Joined: May 2004
Posts: 164
Germany
Yes Steempipe great work!
It would be great if you could post this shader with 4 working textures and the other things William said.

Thx DARKLORD

Re: DX9 version of Multi-Detailmapping Terrains [Re: DARKLORD] #36050
11/21/05 02:20
11/21/05 02:20
Joined: Nov 2005
Posts: 15
R
RaSTaFaRi_87 Offline
Newbie
RaSTaFaRi_87  Offline
Newbie
R

Joined: Nov 2005
Posts: 15
what about the the new shader with 4 textures(detailmaps)?

Mfg

RaSTaFaRi


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