Today was a very long day, thanks to a surprisingly good playtest! Plenty of bugs were found, but we're in good shape for spreading our news elsewhere.
As for the big things today, I was mainly working on getting tessellation to work in my terrain project. By using the uvw coords of the tessellated patches (see 3-point structures), one could set a new vertex position and run it to the pixel shader from the domain shader. However...
Yeah, the textures weren't interpolating correctly. I tried a similar process with the vertex position and...
Wait, wait, wait, I had to do the same with the normal, tangent, and binormal. And then why not for the depth and height?
It's faint, but now there's a VERY obvious line of static where one height ends and the other begins. Oddly enough, only by actually interpolating the y-position of the three patch control points can I actually manage the same coloration without the static line:
One more thing! Why is there no cell outline or UI? This is troubling! Seems as if I forgot to set the hull shader and domain shader references to nullptr when switching to a shader that doesn't use tessellation in the device context.
Phew. Now we can start working on distance-based tessellation.
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