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Divu, vienā pozīcijā esošu, poligonu blendings (vertex a
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snake5
Indago dalībnieks
Indago dalībnieks


Joined: 27 Jun 2007
Posts: 2590

PostPosted: Sun Sep 16, 2007 3:27 pm    Post subject:

nu es nedomaaju par tiem (gaismeenu) efektiem! es par citaam lietaam! piemeeram bump mappings uz terraina arii normaali izskatiitos!
iedomaajies - pie shiem WoW terrainiem pielikts bumpmappings... ooo... Very Happy
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Storm



Joined: 11 Apr 2006
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PostPosted: Sun Sep 16, 2007 3:31 pm    Post subject:

Baigais o, vajadziibas nekaadas, bet noslogos tev visu pasaakumu nepajokam. Labaak izteereet resursus lietderiigaakaa vietaa, piemeeram, veltiit vairaak poligonus geometrijai.
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snake5
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PostPosted: Sun Sep 16, 2007 4:19 pm    Post subject:

nenoslogos, ja izmantos virziengaismas! pag pamekleeshu labus efektus...
taa fiksi rendermonkey'aa veidojot - bumpmappings terrainam!


buutu forshi, ja buutu lietotas dinamiskaas gaismas..
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bubu
Indago Uzvarētājs
Indago Uzvarētājs


Joined: 23 Mar 2004
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Location: Riga

PostPosted: Sun Sep 16, 2007 10:11 pm    Post subject:

Neredzu tur nekādu bumpmappingu. Redzu tikai lightmappingu (vai arī parasto N.L apgaismojumu).


programmer: lietojot alfa-blendigu (aka "caurspīdīgumu") ir jāatcerās, ka tas ir jūtīgs pret poligonu zīmēšanas kārtību. "Caurspīdīgums" nestrādās, ja zīmēsi tālākos poligonus pirms tuvākajiem. Ar to ir diezgan daudz jāuzmanās. Tavā lietā es lietotu multitexturingu un tekstūru kombaineri (GL_ARB_texture_env_combine). Vai arī, ja tev pavecākas videokartes nav svarīgas, tad ARB/GLSL šeideri.
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snake5
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Indago dalībnieks


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PostPosted: Mon Sep 17, 2007 7:41 pm    Post subject:

bubu wrote:
lietojot alfa-blendigu (aka "caurspīdīgumu") ir jāatcerās, ka tas ir jūtīgs pret poligonu zīmēšanas kārtību.
papildinaashu: ja divi tuvi poligoni buus ziimeeti taalu no kameras, tad var veidoties z-fightings, kuru var mieriigi apiet ar depth funkcijaam!
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Last edited by snake5 on Mon Sep 17, 2007 9:47 pm; edited 1 time in total
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bubu
Indago Uzvarētājs
Indago Uzvarētājs


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PostPosted: Mon Sep 17, 2007 8:56 pm    Post subject:

Pret z-fightingu jācīnās ar projekcijas matricas mainīšanu vai depth bias, nevis depth funkciju mainīšanu. Tās mainot modernās videokartēs būs pamatīgs performance-penalty.
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snake5
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Indago dalībnieks


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PostPosted: Mon Sep 17, 2007 9:49 pm    Post subject:

nu es domaaju izmantot (ja taads eksistee) kautko liidziigu dx'a slope scale depth bias kaa sheit: http://www.codesampler.com/dx9src/dx9src_5.htm#dx9_depth_bias
baigi labs!
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bubu
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Indago Uzvarētājs


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PostPosted: Mon Sep 17, 2007 10:11 pm    Post subject:

Tad tā uzreiz vajag arī teikt - depth bias, nevis depth funkcijas
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snake5
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PostPosted: Mon Sep 17, 2007 10:19 pm    Post subject:

nuu jaa, vnk biju domaajis depth kontroles funkcijas.. tas ko tu te paraadiiji, man liekas, ka ir domaats stencila darbiibaam arii... btw par taam runaajot - ir iespeeja arii ar stencilu sakaartot pareizi visus objektus taa, lai ziimeejas pareizi!
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bubu
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Indago Uzvarētājs


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PostPosted: Tue Sep 18, 2007 12:49 am    Post subject:

Nē, tās ir arī depth funkcijas. Izlasi uzmanīgāk:
Quote:
The values in this enumerated type define the supported compare functions for the D3DRS_ZFUNC, D3DRS_ALPHAFUNC, and D3DRS_STENCILFUNC render states.


Quote:
D3DRS_ZFUNC
One member of the D3DCMPFUNC enumerated type. The default value is D3DCMP_LESSEQUAL. This member enables an application to accept or reject a pixel, based on its distance from the camera.

The depth value of the pixel is compared with the depth-buffer value. If the depth value of the pixel passes the comparison function, the pixel is written.

The depth value is written to the depth buffer only if the render state is TRUE.
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snake5
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Posts: 2590

PostPosted: Tue Sep 18, 2007 7:02 pm    Post subject:

nu taapeec jau es teicu "man liekas, ka ir domaats stencila darbiibaam arii... "
es lasu diezgan uzmaniigi, iznjemot taas reizes, kad esmu paaraak slinks, lai lasiitu ;P
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