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Not a problem - I don't use Ogre myself anymore. What engine are you using currently?
At this time, I work with a slightly customized version of PhyreEngine 2, keeping also an eye on the version 3.
How about yours ?
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In the system presented in my article I think you can indeed remove the alpha component from the uniform triangle stream. However, be aware that you still need to to issue two seperate draw calls because the uniform triangles are drawn with a different blend mode (replace) than the non-uniform triangles (additive).
You are right, in the second chunk, the fragment needs material IDs for each vertices and a hint on their pos to have the right blending angle (which and where a material is on top of others).
But there is no clear way to give the vertice's position to fragment, without buffer objects or like in the wiki through texcoords. If it was a sacrifice to do, this second draw call would still be small.
You are right about GS, I know it is slowly time to, but then you cut straight to SM4 (which is quite ok because even a fridge has a GS capable gpu for its display) ? GS puts a lot more of possibilities. The Geiss's(from NVidia) MC efforts are just brilliant, with our good old smoothed MC's, BTW.
You might have fore sure already visited his code yet(open). If not and if you want to dive in GS for MC terrains,
this is definitely a piece of code you need to check out. Even is there is no engine code, he gives most of his shaders.
I inspected it few months ago but did not really stick first because of the gpu's payload(at this time).