Einlander Posted October 3, 2015 Share Posted October 3, 2015 Get a texture with text so you can read, and add a normal map. Scale it up then run the game. the texture is mirrored and the normal map is not at the same scale but larger. Image: Quote Link to comment Share on other sites More sharing options...
Einlander Posted January 16, 2016 Author Share Posted January 16, 2016 Now this is getting frustrating. 4 months later this is still around. I started trying to make my winter games entry and discovered that it's still messed up. Anyway, I did some more experiments, other than the texture being backwards, The large normals are from the mipmap when you are far away. Both the diffuse and normal are still showing. If you use a high contrast texture like I use, you can see that some of the lines have 2 colors on them. Quote Link to comment Share on other sites More sharing options...
shadmar Posted January 16, 2016 Share Posted January 16, 2016 in clipmap.shader you can change this to 0.0 to avoid texture scale repeats. #define TERRAIN_LOW_FREQUENCY_BLEND 8.0 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Josh Posted January 16, 2016 Share Posted January 16, 2016 Are we just talking about the texture fade scale feature in the shader? This really improves the appearance of terrain from a distance. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Einlander Posted January 17, 2016 Author Share Posted January 17, 2016 But at the default height of the fps controller, I should not see the texture fade. What if I was painting snow, as I will be. It will draw a second ~*8 scale texture on top which may cause unintended visuals. What if it introduces an additional displacement? Shadmar, I'll try that when I get home. Quote Link to comment Share on other sites More sharing options...
Josh Posted January 17, 2016 Share Posted January 17, 2016 Well, most textures aren't a grid where the user will notice, and the larger texture just adds some subtle variation. Try commenting it out and see if there is still a problem. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Einlander Posted January 17, 2016 Author Share Posted January 17, 2016 setting #define TERRAIN_LOW_FREQUENCY_BLEND to 1.0 seems to fix it, setting it to 0.0 mad it have a red tint to it. How would I go about reversing the texture on the y axis? Quote Link to comment Share on other sites More sharing options...
shadmar Posted January 17, 2016 Share Posted January 17, 2016 Just flip it in a paint editor. Or track down all texcoord usages in the terrain shaders and mulitply it by vec2(1,-1) Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.