opengl-es,webgl,vertex-shader,heightmap

bumpData.r, .g, .b and .a are all quantities in the range [0.0, 1.0] equivalent to the original byte values divided by 255.0. So depending on your endianness, a naive conversion back to the original int might be: (bumpData.r * 255.0) + (bumpdata.g * 255.0 * 256.0) + (bumpData.b * 255.0...

c++,directx-11,hlsl,vertex-shader,heightmap

Since you're using a Texture2D, the Location parameter needs to be a float2. Also, make sure that location goes from (0,0) to (1,1). For your mapping to be correct, the grid would need to be placed from (0,0,0) to (1000,0,1000). If this is the case then this should work: SampleLevel(colorSampler,...

https://social.msdn.microsoft.com/Forums/vstudio/en-US/10252c05-c4b6-49dc-b2a3-4c1396e2c3ab/writing-a-16bit-grayscale-image?forum=csharpgeneral finally found the right search terms after a few hours of searching :) ok so the above link got me thinking about the following stuff. the end solution was this using System.Windows; using System.Windows.Media; using System.Windows.Media.Imaging; using System.IO; namespace WpfApplication1 { public partial class Window1 : Window { public...

opengl-es,webgl,vertex-shader,heightmap

Your colour: return new Color((enc >> 24 & 255)/255f, (enc >> 16 & 255)/255f, (enc >> 8 & 255)/255f, (enc & 255)/255f); ... contains the most significant byte of enc in r, the second most significant in g, etc. This: vAmount = dot(bumpData, vec4(1.0, 255.0, 65025.0, 160581375.0)); builds vAmount with...

java,opengl,lwjgl,interpolation,heightmap

mix() is really just a convenience function for something you can easily write yourself. The definition is: mix(v1, v2, a) = v1 * (1 - a) + v2 * a Or putting it differently, it calculates a weighted average of v1 and v2, with two weights w1 and w2 that...

The simplest (though not necessarily most efficient in terms of speed or memory) is to generate two triangles for each quad and upload that to the GPU as a single VBO. As you pointed out though this till means you essentially have three times the amount of data compared to...

algorithm,opengl,openstreetmap,heightmap

Here is an algorithm what I've done to achieve result : For each road: 1) Generate Initial vertexes from road Lines 2) Find Intersections Vertically and add in order to the buffer 3) Find Intersections Horizontally and add in order to the buffer 4) Find Intersections Diagonally and add in...