Praetor wrote:Very much cooler. Urban simulations can really use this to get more detail. The inclusion of rooms really helps. You can change the number of rooms, right? So, for instance a whole building could be treated as one room?
nikki wrote:Wow! That looks completely as if it was really modelled! Its all done in shaders with only one cube, right?
Shadow007 wrote:... Question : I can't find the definition of the "step" function that you use in the shader (didn't download the cg toolkit though). Could you please explain what it does ?
0 if x < a;
1 if x >= a.
Shadow007 wrote:Suggestion :
Would it be possible to use some kind of texture-atlas for the ceiling/floor/Walls textures so that some 'randomized' variety is added.
I'd guess you could use some kind of hash from height/walls to have a random but persistent pattern.
This could allow for example to have lit/unlit rooms on a facade, or to break the uniform look.
I'd guess using 4 distinct sub-textures (using the last 2 bits of a hash) would add quite a lot of variety...
My shader has become quite complex, so I am not sure who will win...
But the heavy work is all in the pixel shader, so if you're using early z-out your method will have constant complexity with respect to the number of houses... well almost. That's pretty good, right?
In fact, this is like faking a geometry shader on dx9!
I already knew the technology, but I did not know Ogre rendered per pass instead of per object.
xDfree_FROZ wrote:If you figure out how to add random office supplies and furniture in there, you'd really have something.
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