"For too long, many nations, including my own, tolerated, even excused, oppression in the Middle East in the name of stability. Oppression became common, but stability never arrived. We must take a different approach. We must help the reformers of the Middle East as they work for freedom, and strive to build a community of peaceful, democratic nations."
- George W. Bush

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.

[ 2 comments | Last comment by sqrt[-1] (2010-10-06 05:34:28) ]