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Author Topic: Coloring  (Read 9334 times)
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Syntopia
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« Reply #60 on: December 20, 2015, 11:52:06 PM »

Some really great landcapes, Crist-JRoger! And great to see that the Fragmentarium groups are so active :-)
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Crist-JRoger
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« Reply #61 on: December 21, 2015, 06:27:41 AM »

Thank you! Very glad that you like it!
And i have some ideas to improve visual effects in DE-raytracer. I used your wang hash code, that's really great.

upd.: why texturing don't works with De-kn2? Only maptype 9 works.
Frags attached. Could somebody fix that?

* Tex_bump_test3.bmp Files.zip (14.63 KB - downloaded 95 times.)
« Last Edit: December 22, 2015, 10:21:49 AM by Crist-JRoger » Logged

M Benesi
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« Reply #62 on: December 31, 2015, 12:39:09 AM »

I glanced at the code- your bump test frag doesn't include anything to add the heightmaps to the DE of the fractal.

  You have to incorporate the information provided by the "textureIT(...,...);" function call into the calculation somehow.  In addition, it's not really set up correctly.  Got to take care of some stuff though, so will be a bit before I get to it, I'd suggest looking at my working code and figuring out the information flow pattern.

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Crist-JRoger
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« Reply #63 on: January 04, 2016, 08:52:30 AM »

I glanced at the code- your bump test frag doesn't include anything to add the heightmaps to the DE of the fractal.

  You have to incorporate the information provided by the "textureIT(...,...);" function call into the calculation somehow.  In addition, it's not really set up correctly.  Got to take care of some stuff though, so will be a bit before I get to it, I'd suggest looking at my working code and figuring out the information flow pattern.


No no, it just about texturing, not about heightmap. At my previous attach i show that texturing works only at 9 type.
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Patryk Kizny
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« Reply #64 on: January 04, 2016, 02:47:09 PM »

Regarding the render artifacts you had on texturing - I bet this is the same thing I had issues with - not sure which thread was that, but as 3dickulus pointed, that was something related to MIPMAPS and texture settings. I think I had these problems with Synthclipse, but they looked identical. You'll find it in recent Frag threads or in Synthclipse forum.
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3dickulus
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« Reply #65 on: January 04, 2016, 02:57:11 PM »

mipmap is disabled by default if the user does not add any extra texture parameters

try making your texture X size and Y size a power of 2
« Last Edit: January 04, 2016, 03:04:16 PM by 3dickulus » Logged

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M Benesi
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« Reply #66 on: January 05, 2016, 01:06:46 AM »

No no, it just about texturing, not about heightmap. At my previous attach i show that texturing works only at 9 type.
  Hmm, I thought you meant heightmapping by "texturing".  That's pretty weird.  I put out a working coloring texture version of DE-Kn2 (should be in this or the "help!!!" thread) somewhere around here.


  Problem with checking your code is my GPU is pretty slow and it takes about a minute to compile anything with DE-Kn2, so I don't like messing around with that code branch now.  It usually takes a whole bunch of compiles to get something good enough for release, and a whole bunch of waiting a whole minute when other people have GPUs that compile in 1/100th the time it takes for me to compile?  Nahgonnahappen.

  I should eventually have a faster GPU so that I can accomplish more... but that's the future. 
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Crist-JRoger
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« Reply #67 on: April 17, 2016, 11:58:16 PM »

I am bad programmer, but I like to make fractals  cheesy So played little time with texturing and find the point where height map coordinates coincides with picture coordinates (hMapType=4, hTextureOffset =18, 33.6)

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Crist-JRoger
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« Reply #68 on: April 18, 2016, 08:31:51 PM »

Regarding the render artifacts you had on texturing - I bet this is the same thing I had issues with - not sure which thread was that, but as 3dickulus pointed, that was something related to MIPMAPS and texture settings. I think I had these problems with Synthclipse, but they looked identical. You'll find it in recent Frag threads or in Synthclipse forum.
I did'n find anything about height-mapping artifacts  sad

mipmap is disabled by default if the user does not add any extra texture parameters
try making your texture X size and Y size a power of 2
It does not depend on the scale, most of the brightness differences
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