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pssm material allowance #1346
pssm material allowance #1346
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Heh, to be honest I lack knowledge in this area. My thoughts/questions:
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i read it as a shader limit, it allows 16 layers at 2.25 layers each 7.5 textures, the blend maps when generated are half maps that are stored, they become a physical media and use layers. the 0.16 is 6textures*0.16 0.96 (as close to 1.0 without 0.166666666666666667), remember when its a limit rounding up will result in a failure 0.17 1.02. |
@fidoj I absolutely wasn't suggesting to drop normal mapping, it's possibly the most important basic shader effect to date - cheap and extremely visually appealing. 😄 However, there really are data we don't need. The "normalheight" actually carries 2 separate image maps, just like "diffusespecular":
Also, bump mapping and normal mapping are 2 different techniques to archieve the same result, although majority of internet resources (including high profile engine docs) confuse it:
EDIT: Allright, maybe I got it wrong, too. Perhaps "bump mapping" means any sort of simulating rough surface via manipulating normals, and "normal mapping" is just one way to archieve bump mapping. But my point stands: You don't need both heightmap and normalmap to do it. PS: Hacking instead of coding is great, keep doing it! It very often provides interesting insights. |
Should this be merged? It's kind of a "hacky" way to fix the issue, but it works. |
@Michael10055 If it works, then it should be merged. I'm currently unable to test enough myself to detect possible issues. Also, I don't really understand how it's working, I need to ask on OGRE forums to be sure. However, if you say it works, then I guess it works. I'm merging now. If it causes issues, we can always revisit it and make it configurable in terrn2 or revert it. |
this allows pssm to work on terrains with 6 materials. for backwards compatibility.
the problems stem with limiting the blend maps, this can cause some uneven material edges.
this needs to be discussed and balanced.