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Beta update available


Josh

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A new build is available on the beta branch with the following changes:

  • Fixed sidepanel tab switching bug.
  • Improved compatibility with intel graphics.
  • Fixes instance rendering bug with instance count over 256.
  • Added terrain hardware tessellation.

 

To enable hardware tessellation, select the Tools > Options menu item, select the Video tab, and set the tessellation value. Terrain layers much have a displacement map to display displacement mapping. Each terrain layer has an adjustable displacement value to control the strength of the effect. Displacement maps look best when they are rendered from a high-polygon sculpt. The terrain wireframe shader has alsod been updated to visualize the tessellation in wireframe view. You must update your project to get the new versions of the terrain shaders.

 

At this time, terrain will always use tessellation when it is enabled, even if no texture layers contain a displacement map. This will be changed in the future.

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Mine looks patchy too...I increased the texture scale, but can't seem to get it to look like it did before update...Mine is about the same as xtom's...I think Josh needs to look into this...

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There is a define in the fragment shader that disables the multi-res tex lookup. You can change this back, I was experimenting with it. It's called USE_LOW_RES_LOOKUP or something similar to that.

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Ok think I found it, but not sure, I uncommented line below in shaders/terrain/clipmap.shader

 

#define TERRAIN_LOW_FREQUENCY_BLEND 8.0

 

Looks like it's working as before now.

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It can't, since tessellation is entirely on the GPU.

 

Wouldn't it be a good idea to use tessellation for the walkable area of the terrain physics shape also?

 

If this is not done along with the terrain. Feet,tires, even a whole character in the lying down position will get hidden or hover over the terrain.

 

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It's not possible to store that many triangles in memory. Tessellation is meant for a small visual offset, not for large features.

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I wouldn't use tessellation for the entire physics mesh. I am only talking about close to the character controller. Sort of like updating nav mesh around certain objects.

 

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You could use a larger bounding box. Any terrain physics mesh inside the bounding box gets tessellated. Any outside goes back to low poly mesh.

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