I have been workin on multitexturing and cratos this wekend the detail is still too low for a full blown planet but its getting there. I will be posting some of the techniques used, when i have got them working to a satifactory point. But for now a little eye candy.
A bit of a muckup with the shaders but got a nice result lol.
Multitexturing fully implemented.
This has been done using the same procedure as last time. Calculate the distance from the center of the sphere, and use that as the height for each texture.
My blog on the various projects that i am working on at the moment with different stages in dsesign, and how i acheve them.
Searc
Saturday, 5 February 2011
Thursday, 3 February 2011
Sunday, 23 January 2011
Going down a new path
I have decided to rewrite everything, now using quadtrees , well its actually based on oneal's sandbox example, i havent quite got the quadtree working 100% but i got some pretty neat effects, which i would like to show off. Here is a few screenshots of my current progress.
Before terrain shading
atmosphere from the ground
a nice sunset
atmosphere from space with terrain shading.
I havent quite got the hang of the split merge funtionality , but its working to an aceptable level for now.
Before terrain shading
atmosphere from the ground
a nice sunset
atmosphere from space with terrain shading.
I havent quite got the hang of the split merge funtionality , but its working to an aceptable level for now.
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.
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.
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.
Sunday, 12 September 2010
failing upwards at the moment
I been working on an atmosphere shader and not having much luck it seems to work but i cant get the parameters right but its still progress so i thought ill post a screeny.
The outer atmosphere seems to work but for some reason the inner atmosphere which should be transparent dosent seem to work yet but im getting there. Once i get it working ill post some info on how i did it.
The outer atmosphere seems to work but for some reason the inner atmosphere which should be transparent dosent seem to work yet but im getting there. Once i get it working ill post some info on how i did it.
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