5ย years, 8ย months ago
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Nevermind was distancing the offset coordinate rather than the stored value. This is the correct:float jumpDistance = distance( (float2)currentTexcoord, (float2)jumpValue);Seemsโฆ
5ย years, 8ย months ago
Hello,I am trying to implement a flood fill alghorithm on a compute shader. I have seeded a texture with water-texels and then I want other texels to hold โdistance to waterโ vaโฆ
5ย years, 8ย months ago
I found a way to generate terrain normals on the fly. The problem is they have some wierd diamond shape to them that I cant quite figure out why. Below is the world normals:Thisโฆ
6ย years, 5ย months ago
I have a terrain based on CDLOD paper. It uses a single static mesh that is scaled & dynamically morphed to progress between LOD levels (marked by different colors)I computeโฆ
6ย years, 6ย months ago
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See all in DiscussionsNevermind was distancing the offset coordinate rather than the stored value. This is the correct:float jumpDistance = distance( (float2)currentTexcoord, (float2)jumpValue);Seems โฆ
5ย years, 8ย months ago
So looked into the Jump Flooding Alghorithm but my implementation must have some issue I can't figure out.Here's a visualization โฆ
5ย years, 8ย months ago
MJP said:You probably want to try jump flooding for this, which is the go-to algorithm for generating a distance field โฆ
5ย years, 8ย months ago