Monday, October 4, 2010 | Permalink
It's been a year since I posted the last demo, in fact exactly one year it turns out, but I'm still in the game, and here's finally a new demo. This illustrates a technique for applying roads on top of terrain without the use of any depth biases, vertical shifts or other hacks usually needed to make roads not cut into the terrain and other geometry. It also solves the problem of computing gradients in deferred techniques where the original gradients are lost and discontinuities exist in the buffer.
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| Last comment by Duke (2010-11-06 13:32:00)