1
Development Deliberation / Re: Bump Mapping
« on: September 09, 2007, 10:09:41 pm »
Actually the left one is a render and the right one not, but still it's very impressive the detail a bump map can add. I don't know if the model in your screenshot is made for planeshift, but in that case I think it has too many polygons.
I'm not sure if CS is supporting bump mapping, but it should be easy to implement it using pixel shaders.
About the terrain I think there are many things that can be improved before adding bump mapping; even if I don't have time to work on it, I've done some research about PS terrain and found few things that could improve it appearance a lot:
I'm not sure if CS is supporting bump mapping, but it should be easy to implement it using pixel shaders.
About the terrain I think there are many things that can be improved before adding bump mapping; even if I don't have time to work on it, I've done some research about PS terrain and found few things that could improve it appearance a lot:
- Reduce the stretching of detail textures on the terrain (tile them more), possible that a data file edit is enough to change it.
- Use higher res alphamaps for detail texturing (texture splatting), currently a pixel on the alphamap is about a meter on the terrain (too much to render realistic roads or other features on the terrain).
- Move from texture splatting (done around the camera point) and simple flat texturing (done on far terrain) differently, keeping the splatting 100% far enough from the camera and then move to flat texturing quickly; currently it's done changing linearly and that gives that "blurred terrain" you get when you look at far terrain.



so I can try only the login screen (window version of ps), you\'re right, if the window is minimized it doesn\'t use any cpu, but if it\'s only hidden behind another window (and no part of it is visible) it still use 100% of cpu.