Tagged Questions
1
vote
2answers
141 views
HLSL Multitexturing with more than 4 textures
I've come up with an idea that should work in multitexturing a terrain with more than 4 textures, up to a 64 if a supported ShaderModel is used.
I'm trying to use the RGBA color values as both values ...
0
votes
0answers
123 views
HLSL Triplanar texturing and multi texturing performance
I'm stuck for my terrain rendering shader code for DX9. I'm looking to implement triplanar texturing, a texture atlas, and blending between different textures. Right now it's working. The problem is ...
1
vote
1answer
184 views
MultiTexturing by neighbouring points textures
Visual example:
I've been trying to understand multitexturing for a while now, I've created a terrain generator but have no need for height just yet and I still want one texture to blend over to ...
1
vote
1answer
157 views
Confusion on HLSL Samplers. Can I Set Samplers Inside Functions?
I'm trying to create a system where I can instance a quad to the screen, however I've run into a problem. Like I said, I'm trying to instance the quad, so I'm trying to use the same geometry several ...
0
votes
1answer
104 views
how to create texture for modelmesh?
Is there a possibiltiy to create a texture from a meshpart in xna. By getting a flat version of the mesh. So I can create a texture for it and edit that texture(via rendertarget)? I need to get the ...
0
votes
0answers
167 views
What's a good way to organize samplers for HLSL?
According to MSDN, I can have 4096 samplers per context. That's a lot, considering there's only a handful of common sampler states.
That tempts me to initialize an array containing a whole bunch of ...
4
votes
2answers
272 views
Is it possible in HLSL to use bitfields?
I have in memory a representation of my 2d GameMap (think of a Scorched Earth like landscape).
The map is made up of MapElements, a MapElement is made up of 64 bits defined like
struct MapElement {
...
2
votes
1answer
397 views
tiled map - changing textures? (XNA HLSL)
I have successfully created a tiled map of various textures. Right now, i had a Vector4 in my own custom Vertex declaration deciding what texture each of the tiles should be. This is working ...
1
vote
1answer
1k views
Why can't I add a float4 read from a Texture2D.Sample in the Vertex Shader
These lines work (compile fine):
float4 offset = HeightMap.Sample(HeightSampler, input.Texcoord);
input.Position.xyzw += float4(0, 1, 0, 0);
These do not (any use of offset together with ...
8
votes
3answers
860 views
Very slow direct3D texture sampling
So I'm writing a small game using Direct3D 9 and I'm using multitexturing for the terrain. All I'm doing is sampling 3 textures and a blend map and getting the overall color from the three textures ...