Searc

Tuesday 28 December 2010

Multitexturing

Ok well i have managed to add water and also to multitexture my planet. The water is just a normal grid using a cube map and a wave map to produce the waves.  Using the following function in the vertex shader to convert the height and calculate the position, depending on which side of the sphere (Cube) the wave is on and which angle it should rise at.




     float4 CalculateSphereHeights(float4 v, float2 tex,float heightv)
  
     {
  
     float4 p;
  
     p = normalize(v);
  
     return v + p * heightv;
  
     }  

I have calculated the mutitexturing by getting the distance from the centre to the vertex, then passing that to the pixel shader and using 4 different textures blended at various different stages. Most of the code used is modified code from various tutorials that i have found around the web, (No point in reinventing the wheel) apart from the roam, which was adapted from a flat surface roam, and then mapped directly on to the cube which was warped to a sphere using the function i have shown in my earlier post.

Sunday 26 December 2010

Been working Hard

Been really buzy porting well rewriting my engine over to xna i thought it was about time i moved away from managed dx since it was discontinued like 6 years ago, here is screeny from my latest procedural planet work. Its late now so i will prost some info and code when i have some time.

Monday 13 December 2010

Been Buzzy, But still active

Well its been a while since i have posted on this blog, well i have been working on a few things. Fiest off the most important is i have managed to rigg toggether and XNA/VB.Net engine, which uses a content procesing tool to process the content in project form. So far i have most of the besic 2d stuff done but there is a alot of work till i get it up the quality of my Managed Directx Engine, so keep your eyes posted and eventualy i will have a new and improved and much better looking planet rendering engine.