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Tuesday, 2 November 2010

A Cliff Shader

Posted on 14:12 by Unknown
I have been stingy with pictures of next-gen global scenery for one reason: it's really hard to get a nice shot of the global scenery that doesn't show unfinished features. With something like global lighting I can zoom in and show just the new trick, but with global scenery, I can't take a picture of a new house without showing a city block that looks funky due to a bug and a road that isn't finished. Posting a working shot of the global scenery where some sub-systems have bugs and artifacts would just freak everyone out.

I figure if it's obvious that the shot isn't a production shot, I can get away with posting it though.

A lot of the times when I work on the rendering engine, it is with test textures like this. Our art team does their best to hide the seams between different art assets, so that the scenery looks like one continuous world. The problem for me is that the better they do, the harder it is for me to tell if the underlying shaders are doing what they should do.

So alpilotx sent this test: it's all of the Innsbruck area painted with a test texture. What's new and interesting here is that the flat, hill, and cliff areas are all shaded by a single shader that selects between multiple textures (and rotates the textures) based on the underlying mesh.

We are adding the cliff shader to version 10 for a few reasons:
  • Often we can get better cliff and hill definition by processing in the shader than by painting different triangles with different textures; our ability to control the transitions using different .ter files is limited.
  • Using one slope-sensitive shader saves over-draw and triangle count, which makes the DSFs faster and smaller.
  • Some day we may have the GPU distorting mountains on the fly to make them more mountainous. If we do, we need the GPU to also apply the correct textures; if the cliff areas are precomputed then they won't respond to GPU distortion.
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