On 15.11.2006 19:56, Piotr Obrzut wrote: > Hi res, > >>> Base shader have 'copy' mixmode and second have 'add'. When I set the >>> output color of first shader with black color, I was expecting that >>> this sentence (SplatSampler is "splat alpha map"): >>> >>> float4 splat = tex2D(SplatSampler, In.vBaseTexCoords); >>> float4 OutputColor = splat; >>> return OutputColor; > >> Think about what the base map is: a single map used for the terrain >> surface beyond the splatting distance. Hence a splat map does not make >> sense for the base map: it doesn't have one. > > This probably was valid for old terrain system.
Well, the "old" system is the "stable" one right now, so you could've expected an answer in this context by default :P > In new terrain, 'base > material' default shader uses splat map (and it is one of the visible > materials from close distance). In terraindemo from new terrain branch > the base material is lava (you can see it on top of volcano), check > this screenshot: > http://img143.imageshack.us/img143/1504/terrainsplat5pk.jpg > > the base shader: > <technique priority="100"> > <tag>terrain_splatting</tag> > > <pass> > <mixmode> > <copy /> > </mixmode> > > <buffer source="texture coordinate 0" destination="texture coordinate > 0" /> > <vp plugin="glcg" file="/data/terraini/geomorph.cgvp" /> > <texture destination="unit 0" name="tex diffuse" /> > <texture destination="unit 1" name="splat alpha map" /> > <fp plugin="glfixed"> > <fixedfp> > <layer> > <colorsource num="0" source="primary color" modifier="color" /> > <colorsource num="1" source="texture" modifier="color" /> > <coloroperation operation="modulate" /> > </layer> > <layer> > <colorsource num="0" source="previous layer" modifier="color" /> > <colorsource num="1" source="texture" modifier="color" /> > <coloroperation operation="modulate" /> > <alphasource num="0" source="texture" modifier="color" /> > <alphaoperation operation="replace" /> > </layer> > </fixedfp> > </fp> > </pass> > </technique> > > unlike to old system I don't see any reference to LOD. > > > > Could someone explain me how it should work? Well, "lava" is the first material of the material palette - which is not the same as the base map. (Using a splatting shader for the base material woudl also go a bit against the idea of a base material.) How to define the "real" basemap I don't know - either it was scrapped from the improved terrain for some reason (which I'm curious about, since I would expect poorer performance with an all-splat terrain) or it's specified with some mechanism I fail to see right now. -f.r.
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