A bit over three years ago I made the Infinite Terrain demo, which generated new terrain on the CPU as it needed it and uploaded to a vertex buffer. With R2VB there's now a possibility to generate terrain on the GPU, and that's what this demo does. First a pixel shader generates a noise function representing the height into a texture. This texture is then sampled in a second pass to generate the normals. The normal and height is written to a RGBA16F render target which is later used as a vertex buffer. If half floats are not supported in the vertex declaration RGBA32F is used instead, and if R2VB is not supported VTF is used instead.
This demo should run on Radeon 9500 and up and GeForce 6 series and up.
原帖由 RacingPHT 于 2006-3-15 13:35 发表
默认6600GT大概是47fps左右
不过帧率十分不稳定, 走一段就要lag一下。
PS: humus看来要发明太阳能手电筒了...
另: hourousha 的6600不是有问题么
Out of pure curiosity I implemented VTF too, which was pretty straightforward. So it should run on GeForce 6 and up too now. Performance nowhere close to R2VB though. The 6600 got 27fps, compared to 272fps on an X850XT

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