3D volume texture support and per-pixel displacment shader

Lee04

14-02-2006 12:31:01

Hi

One of the cooler shaders we want to use with oFusion is the shader from the book GPU_Gems2 per-pixel displacment.

However it uses a 3D texture as a look up table in the shader.

When we used this before with Ogre we had to create in runtime the 3D texture and compute and fill it our self before it was handed to the shader
because Devil could not load 3D textures. Or else we could have done this with an external little tool that created the 3D texture and saved it to disk that devil then could load.

To my question:
How should we go about using per pixel dislacement shaders and other shaders that require RTT thingings and 3D volume textures per see.

Regards

Lee04

Lioric

14-02-2006 16:06:40

Volume textures are supported, the ocean scene uses a "noiseVoume" texture for 3d texture lookup

Or your are refering to the distance transfrom (distance map) process, where you generate the 3d volume map?

The RTT support will be in the next major update, RTTs are implemented as a TexMap, similar to the TextureUnits, so they can be precisely configured

Lee04

14-02-2006 17:23:31

I mean plain 3D texture contrar to ordinary 2D textures.

Can we load 3D textures from file today? Is it working?

Cool to here that RTT is comming.

keep up the good work

Thanks

Lee04