158 reputation
6
bio website vkontakte.ru/chaotic_one
location Russia
age 25
visits member for 3 years, 11 months
seen Nov 6 '13 at 13:26

A writer. I love to write programs and I love to write books.

I currently use Python, but want to learn Haskell. First learned language is Pascal, first language that I worked with is PL\SQL.


Jul
18
comment Visual artifacts on long distance on plane
Thanks for the tip! I will probably look into it.
Jul
18
accepted Visual artifacts on long distance on plane
Jul
17
comment Visual artifacts on long distance on plane
No, I have an option for players to draw texture for cube side, texture size is 32x32. So if they drew, say, 2000 textures, I think it would be incovenient to send to GPU 2000 textures 60 times per second, so I pack textures into the bunch of atlases and send them to GPU instead. But maybe I am wrong, actually I haven't tried it in practice.
Jul
17
comment Visual artifacts on long distance on plane
And, one more problem I have, is that in Direct3d 9 Sampler type there is no such thing as MinLOD, which could've helped a lot, I think.
Jul
17
comment Visual artifacts on long distance on plane
Thank you! Actually, DaleyPaleys suggestions in comments and your answer here already have lessened the problem, but it still exists. I absolutely have to use atlases, so I will continue trying. I haven't yet tried wrapping each texture in atlas in 1px border, and the solution in the 0fps blog post.
Jul
17
comment Visual artifacts on long distance on plane
@DaleyPaley Thanks! I've played with these options HLSL siblings, before asking the question and it got better. It was even worse before them!
Jul
17
comment Visual artifacts on long distance on plane
@DaleyPaley I've tried to do that in pixel shader. I have 2048 atlas width and height, so I've done something like: float texelWidth = 1.0f/4096; input.TexCoords1.x += texelWidth; input.TexCoords1.y += texelWidth; float4 texColor1 = tex2D(TextureAtlasSampler, input.TexCoords1);
Jul
17
comment Visual artifacts on long distance on plane
@DaleyPaley Updated post to address your questions.
Jul
17
revised Visual artifacts on long distance on plane
Addressed the questions in comments
Jul
17
asked Visual artifacts on long distance on plane
Dec
6
accepted Could this MMORPG project-model work?
Dec
6
awarded  Popular Question
Oct
4
accepted DrawIndexedPrimitives overdraws data in previous buffer if called in loop
Oct
4
answered DrawIndexedPrimitives overdraws data in previous buffer if called in loop
Oct
2
asked DrawIndexedPrimitives overdraws data in previous buffer if called in loop
Nov
17
awarded  Supporter
Nov
17
comment Could this MMORPG project-model work?
1) That is why, if I'd manage this game (and I probably won't), I'd only relied on offshore artists. Core team just has to organize all this. 2)3) Yep, economic model is just, like, 0% thinked out.
Nov
16
awarded  Scholar
Nov
16
accepted How many people are needed for making a good (MMO)RPG?
Nov
16
comment Could this MMORPG project-model work?
@Tetrad I thought about it. It has another purpose, more simlish. I wish to create another world, but in more traditional RPG way. But their model is great for learning from, yeah.