Talk:Displacement

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Revision as of 19:46, 7 October 2007 by Nhammen (talk | contribs) (Visibility)
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Creating Holes in Displacements does not exist.

added it from Google cache, still needs pics. --mungo


Is there anything that can be done about very slight, bright 'seams' which appear between sewn displacements when antialiasing is enabled? This is on an Nvidia GF6600 with the latest drivers - it's a bit distracting but disappears when antialiasing is switched off... --Cargo Cult 04:04, 26 Jul 2005 (PDT)

No. It's AA artifacting, which is a card thing. --TomEdwards 04:39, 26 Jul 2005 (PDT)
Nvidia, I curse thee!
Ahem. By the way, does anyone get the flashlight not working properly against horizontal, non-bumpmapped surfaces in DX9? I used to think it was my mapping at fault, but it works fine in DX8... --Cargo Cult 09:34, 26 Jul 2005 (PDT)
The 6600 only does super-sample anti-aliasing (FSAA) in 8xQ mode. All the other modes are multi-sample "anti-aliasing" which only works on the edges of polygons, and doesn't work with pixel shaders.Zevensoft 13:53, 26 Jul 2005 (PDT)

Visibility

How does the engine determine whether a displacement is visible? Does it use the original brush, or does it create a convex hull surrounding the displacement, or does it use some other method?