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61
Feedback & Discussion / Re: Ideas & Feature Requests
« Last post by gnounc on May 08, 2012, 11:11:09 PM »
I lek vu'r much.

Damn Spiney, he let you in yesterday and you've got 29 posts already lol.
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Feedback & Discussion / Re: Ideas & Feature Requests
« Last post by digs on May 08, 2012, 09:21:53 PM »
It can be used not dudv, and do roughness, imposing a special texture? For example, as is done in Serious Sam
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Feedback & Discussion / Re: Ideas & Feature Requests
« Last post by Spiney on May 08, 2012, 03:11:04 PM »
Thanks, it seems like a useful idea, even if it wouldn't work in every case.
Using bilinear filtering should reduce the aliasing at expense of percieved sharpness.
I think if the texture is stretched enough you'dd still get smearing depending on the scaling of the detail texture.
I don't know how well these Photoshop tests actually map to the GPU pipeline though. So all of this is kind of pure speculation on my part.



Also important to note this isn't a cheat to get more texture detail magically,
rather about breaking the illusion of regular sampling whenever texels get magnified by a certain amount.
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Feedback & Discussion / Re: Ideas & Feature Requests
« Last post by gb_remake on May 08, 2012, 08:59:34 AM »
This is actually pretty cool.

Not sure how the performance tradeoff would be and how much work this would require.
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Feedback & Discussion / Re: Ideas & Feature Requests
« Last post by Spiney on May 08, 2012, 07:38:49 AM »
whipped this up in Photosoup, to illustrate the basic idea
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Feedback & Discussion / Re: Ideas & Feature Requests
« Last post by Spiney on May 07, 2012, 12:16:05 PM »
Regarding graphics, I wonder if anyone ever considered the idea of dudv detailmapping. Point filtering textures makes everything nice and crisp, vector graphics like.
Linear filtering smears everything out. So I was thinking if it would be possible to use point filtering and multitexturing to 'increase' the resolution of the textures not by overlay textures, but using a dudv-map as detail map to induce artist controllable dithering of the texels. If you watch a painting from a distance it flows together, but close to the surface you can see the brush strokes, rather than uniform interpolation we see in games. I'm not sure it would look great, but in my mind the concept works -- off course I could be an idiot.
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Feedback & Discussion / Re: General smack talk
« Last post by ijed on April 23, 2012, 06:51:45 AM »
Nice, thanks for that.  Good Monday morning chillout thing to gawp at.  Cool playing with the options as well.

...can we use it to animate skies...
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Feedback & Discussion / Re: General smack talk
« Last post by ijed on April 06, 2012, 09:28:22 AM »
It made me think of better ways to control mist, using foglerp... maybe having different heights in the level continually adjusting the colour and/or density.

Might give it a try in e3m4.
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Feedback & Discussion / Re: General smack talk
« Last post by digs on April 06, 2012, 09:08:29 AM »
I have already passed. liked the "saint". And a very cool idea with condensation mist
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