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Shader model 3.0 is required
Shader model 3.0 is required









The power to do displacementmapping, it is preferable to usingĭisplacement meshes. This costsĮnormous calculatingpower, but saves memory and bandwith due to much less complex 3D-meshes. It recalculates the extruded texture new for each frame. Once Processed, the new mesh can be viewed and rendered without additional workload.ĭisplacementmapping however doesn't touch the 3D-mesh at all! It's like a template that can beĪpplied to any mesh, processes it and thus creates a new one. displacement mesh's:Īs i understood displacement mesh technique, it is somehowĬomparable to vertex shaders. That way, lots of displacementmaps can be renderedīy the card in realtime, saving geometry-power for other objects.ĭisplacement mapping VS. However, the new cards can do it several orders of magnitude faster Shows that disp.mapping takes even longer then shing. Math for calculating displacement-maps cripples that advantage, In theory, that saves lots of geometrie-work. Info stored in the displacement-map to shape the more complex phong).ĭisplacement-mapping now extrudes the texture-map with the The basic sphere can be rendered using only a few hundred trianglesĪnd still look round if properly shaded (e.g. The Problem is, it still consists of 9k trianglesĭisplacement-mapping makes the use of so many triangles obsolete. The 9k triangels are just reconfigured to form the bumpy structure With displacement-meshes you alter a given mesh.

shader model 3.0 is required

Of polygons by using displacement-mapping. The trick with displacement-maps is that you can spare thousands Now i dont know what tecnique will be using sm3.0 but if nvidia can handle that now at playable framerates that would be very very amazing.ĭisplacement-mapping is one of the more prominent features of PS3.0 So as you can see with displacement mpa is slower cuz it need to make the displacement while its being rendered otherwise with mesh displacement is faster cuz its being rendren in real time and in the final render know how is it done, this results are a little high because i was using light tracer like a ps2.0 effect. The first one is by applying the displace map and you cant see it until its being rendered.Īnd the second is by applying the displace mesh and you can actually see it in real time, now this have been done for a while in 3d apps, but the second option its more slow cuz it shows up in realtime, and the consecuence its poor fps and the first option its real fast cuz you dont see the displacement until its being rendered (thats the bad side) Ok, ive saw the real deal in here and the best feature it has till now its the displace in real time, now im a 3d designer and there are 2 ways of doing this (2 that im aware)ġ.- doing this by the layers map (aka the displace maps)Ģ.-applying directly to the mesh (aka displace mesh)











Shader model 3.0 is required