tag:blogger.com,1999:blog-1701097741088012500.post5954060120097848142..comments2022-02-01T00:34:55.914-08:00Comments on volgogradetzzz: Stage3D DisplacementMapFilterAnonymoushttp://www.blogger.com/profile/09675717467543731098noreply@blogger.comBlogger12125tag:blogger.com,1999:blog-1701097741088012500.post-87224643609033414752013-04-25T03:00:29.180-07:002013-04-25T03:00:29.180-07:00Thanks !
After more research, I found what I was l...Thanks !<br />After more research, I found what I was looking for, a Starling displacement map filter :<br />http://www.andysaia.com/radicalpropositions/displacement-maps-and-metaballs/Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1701097741088012500.post-43110883591716150552013-04-24T23:32:11.036-07:002013-04-24T23:32:11.036-07:00Sad, but I have lost sources and I'm to lazy t...Sad, but I have lost sources and I'm to lazy to write a new one. If you have difficulties, feel free to ask here.Anonymoushttps://www.blogger.com/profile/09675717467543731098noreply@blogger.comtag:blogger.com,1999:blog-1701097741088012500.post-10369834278455721172013-04-24T13:30:40.512-07:002013-04-24T13:30:40.512-07:00Very interesting work !
But is there a link where ...Very interesting work !<br />But is there a link where we can download the whole source code ? I still have some difficulties to implement the shader, and it would be very helpful to look at the entire code !<br />Thanks for your help !Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1701097741088012500.post-42195571746779768342013-01-23T21:49:07.643-08:002013-01-23T21:49:07.643-08:00Solved it
createTexture(width:int,height:int,forma...Solved it<br />createTexture(width:int,height:int,format:String,optimizeForRenderToTexture:Boolean,streamingLevels:int = 0)<br /><br />Hours of googling and I missed an argument in constructor.<br /><br />Но всеравно спасибо.Eugenehttps://www.blogger.com/profile/09020920027958165631noreply@blogger.comtag:blogger.com,1999:blog-1701097741088012500.post-22326211780700229932013-01-23T21:37:00.703-08:002013-01-23T21:37:00.703-08:00Everithing looks correct. And yes, passing texture...Everithing looks correct. And yes, passing textures back and forth (when you call setTextureAt) is very, very slow process. Especially on older hardware and mobile.Anonymoushttps://www.blogger.com/profile/09675717467543731098noreply@blogger.comtag:blogger.com,1999:blog-1701097741088012500.post-59091052150200589622013-01-23T19:28:40.788-08:002013-01-23T19:28:40.788-08:00Этот комментарий был удален автором.Eugenehttps://www.blogger.com/profile/09020920027958165631noreply@blogger.comtag:blogger.com,1999:blog-1701097741088012500.post-79727678660990316142013-01-22T22:08:26.912-08:002013-01-22T22:08:26.912-08:00You're welcome!You're welcome!Anonymoushttps://www.blogger.com/profile/09675717467543731098noreply@blogger.comtag:blogger.com,1999:blog-1701097741088012500.post-43954539794679022752013-01-22T14:51:03.261-08:002013-01-22T14:51:03.261-08:00Thanks! I'm very new to 3D so wasn't sure ...Thanks! I'm very new to 3D so wasn't sure what's the right approach.Eugenehttps://www.blogger.com/profile/09020920027958165631noreply@blogger.comtag:blogger.com,1999:blog-1701097741088012500.post-61806589738633356302013-01-20T23:31:04.043-08:002013-01-20T23:31:04.043-08:00Whole scene? Of course! You just render all your s...Whole scene? Of course! You just render all your staff in single texture. And then apply displacement shader to it. It's simple postprocessing.Anonymoushttps://www.blogger.com/profile/09675717467543731098noreply@blogger.comtag:blogger.com,1999:blog-1701097741088012500.post-33541068765887049062013-01-20T21:33:37.758-08:002013-01-20T21:33:37.758-08:00Is there a way to do displacement mapping for the ...Is there a way to do displacement mapping for the whole scene?<br />If there's multiple planes on the screens with different textures, this approach fill fail.<br />Would work if we could do it in vertex shader, but vertex shader doesn't support textures =[Eugenehttps://www.blogger.com/profile/09020920027958165631noreply@blogger.comtag:blogger.com,1999:blog-1701097741088012500.post-65978254596475579242012-08-06T00:34:43.455-07:002012-08-06T00:34:43.455-07:00Hi. As I mention previously, I don't want to p...Hi. As I mention previously, I don't want to post long context3d setup code because it's the same and boring. Also I use my own math library and it will confuse. Instead, I try to cover the most challenging and interesting part - shaders. And I always post them with comments. So if you have some shader questions - feel free to ask.Anonymoushttps://www.blogger.com/profile/09675717467543731098noreply@blogger.comtag:blogger.com,1999:blog-1701097741088012500.post-69075117430857009352012-08-04T03:49:32.410-07:002012-08-04T03:49:32.410-07:00looks perfect - can you post the source code pleas...looks perfect - can you post the source code please?Anonymousnoreply@blogger.com