Product Chat / Marts tex2Dgrad challenge to the community.

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Preben
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Posted: 28th Mar 2017 11:32 Edited at: 28th Mar 2017 11:33
https://forum.game-guru.com/thread/217636#msg2574358

I like a challenge, GPU would assume your having a really zoomed out image and select wrong mip. Think about it this way first pixel is at UV 0.111 next pixel is at 0.3333 (just a sample ) the GPU will see this (REALLY ZOOMED) and use the avg. to select the mip. so it get totally wrong at the edges.

Simple fix use the org. uv. Simple solutions are always the best

best regards Preben Eriksen,
DVader
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Posted: 28th Mar 2017 12:41
This is to fix the UV leak between texture images? Cool stuff. Your doing some sterling shader work.


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3com
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Posted: 28th Mar 2017 14:21
It looks like solving the issue/challenge.
Nice Prebem.

This sound interisting:

Quote: "When flow control is present in a shader, the result of a gradient calculation requested inside a given branch path is ambiguous when adjacent pixels may go down separate flow control paths. Therefore, it is deemed illegal to use any pixel shader operation that requests a gradient calculation to occur at a location that is inside a flow control construct which could vary across pixels for a given primitive being rasterized. If either side of an if statement with the branch attribute uses a gradient function a compiler error may be generated"


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3com


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Preben
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Posted: 28th Mar 2017 14:23 Edited at: 28th Mar 2017 14:52
3com: i believe that is only is a problem if you dont provide any gradient inputs , so it should not be a problem here

Yes it will fix the artifacts at the edges of the texture where it blend, like the ones you see in this screenshots:
best regards Preben Eriksen,

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Belidos
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Posted: 28th Mar 2017 14:51
Who's Mart and what's this challenge?

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Preben
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Posted: 28th Mar 2017 14:57
Belidos: Try google translate from Danish "Marts" to english , ups sorry thats how it goes

Challange text:
Quote: "27th March 2017
This update has taken me right to the wire, and perhaps a shade over it to eat into some of my testing time. I had to use a lot of the weekend to chase an extremely annoying texture artifact problem which turned out to be related to the strange way in which GPU hardware renders to the screen. Some of you might know that all modern GPU's render to the screen in quad batches (2x2) for performance reasons, and this process when drilled down into the pixel shader can throw up some interesting pixel errors when you take FULL control of where the pixels come from. After 20+ hours of essentially scratching my head, and rewriting the terrain texture technique using volume textures and even cube textures, I finally understood the nature of the original issue and reverted to the original 16 textures per terrain approach and solved 90% of the issues. The last 10% threatened to delay my scheduled update so I have left it in for you to discover, and to put out the challenge to the community to see if someone can solve it before I do.

The issue comes down to a single question, "what are the correct partial derivative values for the tex2Dgrad commands that are used to fetch the texture atlas texels allowing for both mipmapping and texture filtering?". I believe I have solved the mipmapping issue, but I suspect the min/mag filter requirements are not being met by the current DDX and DDY values currently passed into the texture fetch command. Naturally, I will continue learning about this strange GPU art form, but I am also opening it up to brain box shader experts who might throw me the answer as an afterthought.
"
best regards Preben Eriksen,
LeeBamber
TGC Lead Developer
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Posted: 28th Mar 2017 14:59
@Preben : It took me over 20 hours to fail this challenge, took you less than an hour to succeed. If there was a 'shader master' badge, you would have it
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Belidos
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Posted: 28th Mar 2017 15:01 Edited at: 25th May 2018 10:55
Quote: "If there was a 'shader master' badge, you would have it"


Poke Jason enough and i'm sure there will be
[img]belidos3d.swgrp.co.uk/wp-content/uploads/2016/03/blogo.png[/img]
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GraPhiX
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Posted: 28th Mar 2017 15:25
@Preben - I bow in your awesomeness here is a badge for you
Welcome to the real world!
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3com
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Posted: 28th Mar 2017 19:37
@ Preben
Thanks to clarify.
You are a shader master mate!, thanks for your great work.

3com
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Preben
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Posted: 29th Mar 2017 11:04
Thanks all your just so nice people one hour spent like it should , if i could just do that with all my hours
best regards Preben Eriksen,
0Alemar0
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Posted: 30th Mar 2017 04:51
thank you shader master
www.alemargames.com
Jerry Tremble
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Posted: 30th Mar 2017 05:09
Quote: "If there was a 'shader master' badge, you would have it "


Make it so, Number One!
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