"Fashion is something barbarous, for it produces innovation without reason and imitation without benefit."
- George Santayana
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Query FailedHumus
Tuesday, October 5, 2010

1) The demo places the box from your start position to your end position. The box has a fixed size, so if you're too high it will not encapsulate all terrain. A complete solution should scan the terrain in the area and select an optimal box, but that was too much work for this demo. Instead the box is rather high. Thinking more about it, a solution for this demo would have been to just clamp the y coordinate to maximum terrain height.

2) I'll post a picture of the artifacts later (I'm at work now). You may not always notice them if you don't know what to look for.

sqrt[-1]
Tuesday, October 5, 2010

Nice demo - good to have something new to play with.

Questions:
1) Why do the roads clip through the terrain if I position them when the camera is high? (same road can be placed when the camera is near the ground with no clipping?)

2) What sort of gradient issues occur from sampling the depth buffer to calc texture coordinate? I have used something like this in some games (only for blob shadows however) without caring about gradients. I commented out the gradient code in your demo and could not see any artefacts (Nvidia 260 based card)

Humus
Monday, October 4, 2010

Move to start position, push and hold left button, move end position, release button. Road will update as you move. See if this works. If you just click start and end will be same position, so there will not be any visible road.

Heady
Monday, October 4, 2010

Nice demo, however right click works, but settting new road did not.

Humus
Friday, September 17, 2010

Thatcher Ulrich,
the information is correct, but you are assuming In.Position.z contains the interpolated z value, but it contains the interpolated z/w value, i.e. the same as written to depth buffer, and .w also does not contain w, but 1.0 / w. In DX9 .zw of VPOS was not accessible. When I compare "Z" and "W" in this article I mean the things referred to in the names "Z-Buffer" and "W-Buffer", rather than the interpolated z and w values.

As for reversing depth buffer with fixed-point, did you try it? I did. It improved things noticably.

Jon Watte
Thursday, September 9, 2010

But are there actually working drivers for any large-scale Mac hardware where support comes anywhere close to GL 4.1? I'm assuming MacOS X is the main GL platform for consumer software.

Even on desktop Linux, it's questionable, but it's really hard to make a business out of selling consumer software on Linux anyway.

Humus
Monday, September 6, 2010

I'm not married yet. Working on it though.

fmoreira
Sunday, September 5, 2010

congratulations for your marriage Humus!
I wish the best for you two

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