So I haven’t posted in a few days. There is a good reason, I assure you. Among about fifty other things, I’ve been laser focused on getting my planets looking good. The biggest problem I’ve come up with is how to compress the normal maps and have them still look good. For those who care, here is what I’m doing now.
Use a DTX5 compression / format for the surface format of the texture. I know, I know, this leaves artifacts galore. Now, change your normal mapping shaders to re-normalize the texture lookup values. I went from “your moms so ugly…” to “Wow.. she’s hot” in one line of shader code. Also, my file sizes went from 16 megs with NO mip maps to 5.4 megs WITH mip maps.
I think I’m happy.
Dan
If your at all interested in modern graphics programing, then there is no escaping the fact that you will need to have a solid foundation into the hows and whys of shaders. For me, it was one of the toughest aspects because at the time, I just couldn’t find the resources that stepped me through them. I came across a great site that has a bunch of tutorials (albeit hard to find) that I thought I would link to. This should make it a LOT easier for those of you who are interested to jump into shader programing. These were all created by Petri Wilhelmsen and his main site is located here. Enjoy!
Tutorial 1, Ambient light
Tutorial 2, Diffuse light
Tutorial 3, Specular light
Tutorial 4, Normal mapping
Tutorial 5, Deform shader
Tutorial 6, Shader demo
Tutorial 7, Toon shading
Tutorial 8, Gloss map
Tutorial 9, Post process wiggle
Tutorial 10, Post process Negative
Tutorial 11, Post process Grayscale
Tutorial 12, Post process Noise
Tutorial 13, Alpha mapping
Tutorial 14, Transmittance
Tutorial 15, Dynamic environment mapping
Tutorial 16, Refraction
There, no more excuses.