"Of all the enemies to public liberty war is, perhaps, the most to be dreaded because it comprises and develops the germ of every other. War is the parent of armies; from these proceed debts and taxes known instruments for bringing the many under the domination of the few. No nation could preserve its freedom in the midst of continual warfare."
- James Madison

Comparison images
Tuesday, October 5, 2010 | Permalink

The question was raised what the actual benefit of computing the rights gradients is. The texture in the demo is relatively uniformly colored, and this is of course not at all uncommon for road textures, so the artifacts from ignoring discontinuous gradients may not be that visible to the untrained eye. For me the artifacts are quite obvious though. Here are a couple of comparison images:




If you are developing a game for consoles or low-end PC you can probably live with these artifacts. But if you want the best or target high-end it's the right thing to do to compute the gradients properly. This method also extends to any other deferred or screen space technique that could cause discontinuous texture coordinates.

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Odd
Wednesday, October 6, 2010

What are the ways of computing continuous gradients?

sqrt[-1]
Wednesday, October 6, 2010

Thanks for taking the time to explain it, makes sense now.

@Odd - Look at the demo explanation here:
http://www.humus.name/index.php?page=3D&ID=84
Or down load the demo and look at road.shd