Hi Paul,

Yes I could've been more descriptive.  "renders horribly", like 1fps.  The
texture I'm using is 512x256.  The draw time is 1128ms.  I'm up to date with
my drivers.

Zach
 

> -----Original Message-----
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of Paul Speed
> Sent: Sunday, April 29, 2007 21:29
> To: osg users
> Subject: Re: [osg-users] Height map vertex shader
> 
> Can you describe what you mean by "renders horribly"?  
> Perhaps that will provide a clue.
> 
> Is this just a flat shaded shape?  I noticed you aren't 
> giving it texture or color or anything.
> 
> -Paul
> 
> Zach Deedler wrote:
> > Hello osg-users,
> > 
> > I'm trying to implement dynamic terrain displacement using 
> a shader.  
> > I am trying to just edit a texture to cause the vertex 
> shader to look 
> > at the texture, and modify the vertex displacement.  But, when I 
> > implemented it, it renders horribly.  Anybody see what I 
> did wrong in my vertex shader?
> > 
> > uniform sampler2D heightMapSampler;
> > void main()
> > {
> >    vec3 vertex;
> > 
> >    gl_TexCoord[0] = gl_MultiTexCoord0;
> >    vec4 heightMap = texture2D( heightMapSampler, 
> gl_MultiTexCoord0.st );
> >    vertex.xy = gl_Vertex.xy;
> >    //Add displacement to vertex.
> >    vertex.z = gl_Vertex.z + heightMap.r;
> >    gl_Position = gl_ModelViewProjectionMatrix * vec4(vertex,1.0); }
> > 
> > I have a feeling I'm supposed to be using texture2DLod in 
> the vertex 
> > shader, or that this just isn't a viable way to do vertex 
> displacements.
> > 
> > Thanks.
> > 
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