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Blacksun Terrain Systems

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http://www.youtube.com/v/VZGz8U89kOg <p><a href="http://www.youtube.com/v/VZGz8U89kOg">http://www.youtube.com/v/VZGz8U89kOg</a></p>  

I have started to move some old and new stuff into the engine, in this clip you can see the start of my new terrain system. It's based on GeoClip mapping, but at the moment I am just brute forcing the terrain.

All the calcs for the terrain are done on the GPU with the exception of the vert X and Z coord, everything else, the normals, height, tangent data, texture weights etc are all on the GPU. Gives me pretty economical large terrain :)

Oh, spot the error in the clip if you can :) If you spot it I'll tell you how I corrected it....


Posted Fri, Dec 18 2009 2:23 PM by Charles Humphrey

Comments

thiago dias wrote re: Blacksun Terrain Systems
on Fri, Dec 18 2009 5:20 PM

is there a plan to show the code for the code, iam really curious ?

Other thing, is there a plan to add thansparency to your deferred engine ?

good job, well done

Charles Humphrey wrote re: Blacksun Terrain Systems
on Fri, Dec 18 2009 6:46 PM

Probably not the whole engine, but the elements of it yes, in the new year.

transparency and deferred lighting...... yes, I will be looking at a technique called depth-peeling.

Peter wrote re: Blacksun Terrain Systems
on Tue, Mar 2 2010 8:33 AM

Could you help me how to get TBN Matrix from heightmap and normal map for GPU terrain in VertexShader?

Charles Humphrey wrote re: Blacksun Terrain Systems
on Tue, Mar 2 2010 9:37 AM

Hi Peter,

Sure, PM me and I can show you how I am doing it at the moment.

I am hoping to post this shader once I have posted my deferred rendering and instancing stuff.... as ever I lack the time :(