Directx 11 tessellation
by Adam Zeliasz · in Torque 3D Public · 11/02/2009 (5:15 pm) · 8 replies
Will Torque 3D support this in the near future? Does anyone have any good references on how modeling/texturing will be done to take advantage of this?
For those of you who are unfamiliar with what I'm talking about, watch this vid:
http://www.youtube.com/watch?v=bkKtY2G3FbU
Thanks,
Adam
For those of you who are unfamiliar with what I'm talking about, watch this vid:
http://www.youtube.com/watch?v=bkKtY2G3FbU
Thanks,
Adam
About the author
My name is Adam Zeliasz. I'm a designer testing out Torque 3D for an independent title. I specialize in modeling and animation, and well as web and print design.
#2
11/03/2009 (12:59 am)
It will happen... no timeframe yet as there are alot of other higher priority issues we're addressing at the moment.
#3
bump maps can increese quality of objects allot unless we already can put bump maps in T3d but i do not see a texture section for that. i know we can custom that in code but it might take some work to get it right i just don't need it right away though.
11/03/2009 (2:14 am)
that was a better vidio then the others they shown here i like seeing it in wirefame to see how it works looks super cool. i in no hurry for it i do want bump maps to work with T3d though.bump maps can increese quality of objects allot unless we already can put bump maps in T3d but i do not see a texture section for that. i know we can custom that in code but it might take some work to get it right i just don't need it right away though.
#4
11/03/2009 (3:17 pm)
Wow... Talk about faking details with textures ;)
#5
11/03/2009 (3:28 pm)
Brandon, bump maps are also commonly known as normal maps (they actually mean slightly different things). You can not only use bump/normal maps in T3D, you can use Parallax mapping to enhance the effectiveness of these effects.
#6
11/03/2009 (9:55 pm)
hmm thanks pat will test it when i am ready as normal maps just not doing the job that well. :P
#7
11/10/2009 (7:57 pm)
At last, we will get rid of that LOD thing :)
#8
You still need descreet LOD meshes for other reasons... optimized shaders, simplified animation skeleton, reduction of overall draw calls.
But it does sure help.
11/11/2009 (12:01 am)
@Gregor - This doesn't completely replace the need for LOD. You still need descreet LOD meshes for other reasons... optimized shaders, simplified animation skeleton, reduction of overall draw calls.
But it does sure help.
Associate OmegaDog
DX11 Detail Tessellation. Utilizing A NormalMap(RGB)Height(A)
Compute Shader 4.0 processes the flat-ish grid of triangles and outputs INDICES and VERTICES as IDX11 Constant Buffer MappedSubResource, this buffer is rendered like any other Constant Buffer.