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Traceing with vertex shader??? #46407
05/21/05 18:29
05/21/05 18:29
Joined: May 2003
Posts: 609
Rattenfängerstadt
Rigoletto Offline OP
Developer
Rigoletto  Offline OP
Developer

Joined: May 2003
Posts: 609
Rattenfängerstadt
Hi,

have anyone an example how to do a trace from a vertex. It is possible to detect level geometry?

Re: Traceing with vertex shader??? [Re: Rigoletto] #46408
05/23/05 11:04
05/23/05 11:04
Joined: May 2003
Posts: 609
Rattenfängerstadt
Rigoletto Offline OP
Developer
Rigoletto  Offline OP
Developer

Joined: May 2003
Posts: 609
Rattenfängerstadt
Hi,

nobody have information about this? I can´t find an example and afraid that is it not possible with vertex shader.

I have tried to make a wave surfing on the beach shader on levelgeo but i looks terrible. So a terrain could make it better and i have experimented with a snow-terrain that aligns on levelgeo (Script for Snow/Sand-Terrain formed on level geo).

But for simulating waves rolling on the beach is to cpu expensive i think, not tried it yet.

So can a trace done with VS?

Re: Traceing with vertex shader??? [Re: Rigoletto] #46409
05/23/05 11:15
05/23/05 11:15
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
Quote:

Hi,

have anyone an example how to do a trace from a vertex. It is possible to detect level geometry?




this is definately NOT possible with a shader. the shader only knows one vertex a time and all passed info, but not what is around it

Re: Traceing with vertex shader??? [Re: Rigoletto] #46410
05/23/05 15:33
05/23/05 15:33
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Quote:

But for simulating waves rolling on the beach is to cpu expensive i think, not tried it yet.




I could imagine that this were possible with vec_for_vertex/vec_to_vertex when you take a quite small terrain which moves around with the camera, while its skin moves relating the ground. I saw a wave riding game on Nintendo 64 that seemed to work this way. In that game the properties of the waves changed related the place that you were passing.

Hope, this gives an idea how to achieve the effect that you need.


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