Jump to content
Sign in to follow this  
max power

new grass overlay issn't a proper solution!

Recommended Posts

I wonder if adding a shader to every soldier would be much more performance efficient.

Share this post


Link to post
Share on other sites

sorry for the confusion I deleted my first post in this thread but that didn't delete the hole topic

Share this post


Link to post
Share on other sites

Why? The man has an opinion.

I think the grass layer is great. Finally something for extending grass's cover out beyond where it is drawn. Yay! Still, there was talk of either coloring the parts of objects that would be below the grass line (to look like the ground) or making them see through. Those two ways might conceivably be better, doesn't hurt to discuss it.

I'm just glad something is in there at all, rather that than nothing, but if things can be improved, yay! Of course, even with the grass layer I think they can be. It's a lot lower res than the ground (obvious through sniper scopes) and it is drawn at the same distance no matter how far out the actual grass is drawn.

No effect from setting terrain detail. I also worry about editing the grass. In 1.04 I edited sara.pbo to have less dense grass that extended out farther from the player. I fear in 1.05 the grass layer will stay as close as always, defeating the point.

screeny of issues

There's always room for improvements! Will BIS do it? dunno, but it doesn't hurt to make our thoughts known.

Share this post


Link to post
Share on other sites

I just wish to make it clear that I didn't start this topic, the original poster has deleted the post which I was responding to.

Share this post


Link to post
Share on other sites

I give my kudos to BIS for implementing the grass overlay. Ofcourse it's hard to make a feature like hiding in the grass truly realistic but I think they've done a descent job here.

Share this post


Link to post
Share on other sites

It was me that created the topic, I happend to delete my initial post because I thought it would delete the hole topic

but what I said in the initial post whas that it could have been done better with a shader of some sort on each soldier that uses the ground texture when they are in prone position because as it is now we lose performance and texture quality because of the extra ground texture layer. and it dosn't look good when soldier look like they stick in to the ground as it is now. they should take a look at Joint Operations and see how they have managed it.

Share this post


Link to post
Share on other sites

I agree that it may not be perfect, but I still think it is better than nothing. Infact, it works quite well in some situations. I'd rather have it then not!

Share this post


Link to post
Share on other sites

Can shaders receive data from the program? ie the shader needs to know when a character is standing in grass and perhaps also how tall it is.

I was under the impression shaders were closed programs that only take like primitive geometric info.

Is there some fancy way to do it?

Share this post


Link to post
Share on other sites

Hi,

Can shaders receive data from the program?

I really dont have a clue about 3D programming, never did that, but the shaders are programmed by the developers. Though i absolutly dont know whats possible within the specifications of DX9.

But a google search for "dx9 shader programming" gave a lot of literature. So if you're interested, take a look at that:

Real-Time Shader Programming

or another one:

Learn-Vertex-Shader-Programming-DirectX

Hope that helps wink_o.gif

Cya

Share this post


Link to post
Share on other sites

the programmers can enable and disable the shader when they want. so they can enable it when units are prone in grass and disable it when they are not

shataan try to take a look in the bottom of MamiyaOtaru post there is a link to a screenshot

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×