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  Avoiding join lines in repeated textures (GLSL)  (Read 444 times)
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Offline ags1

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Medals: 75
Projects: 3
Exp: 5 years


Make code not war!


« Posted 2013-05-18 12:04:32 »

I am building a dynamic sky box for my game and I am adding clouds now. The idea is to use a repeating tiled texture for (several layers of) clouds and then move these by moving the texture coordinates, or alter the cloud thickness by passing in a parameter to the shader.

My clouds are drawing OK, but I get lines where each tile joins. I've heard of the problem before but I haven't found the right googling combination for an answer. Also I am using some arcane stuff to tile the image (it seems modulus on float is not supported on GLSL 100? - anyway, that is the error I get, so I do some wierd casting to int).

Here is my tiling code:


    vec4 cloudColor;
    vec4 cloudColor1;
    float cloudTransparency;
    if (dir.y < -0.03) {
        float xTextCoord = (int(1024 * dir.x / dir.y / 4.0) % 1024) / 1024.0;
        float zTextCoord = (int(1024 * dir.z / dir.y / 4.0) % 1024) / 1024.0;
        cloudColor = texture2D(m_CloudMap, vec2(xTextCoord, zTextCoord));
        cloudColor1 = vec4(cloudColor.r, cloudColor.g, cloudColor.b, 1.0);
        cloudTransparency = cloudColor.a;
    } else {
        cloudColor = m_SkyColor;
        cloudTransparency = 0.0;
    }


Here is what it looks like:


Game2 by agnes_clarke, on Flickr


Offline ags1

JGO Wizard


Medals: 75
Projects: 3
Exp: 5 years


Make code not war!


« Reply #1 - Posted 2013-05-18 16:11:45 »

Raising the translucency to the third power makes things look nice, i.e. no lines, but I wish I understood what I did wrong:

cloudTransparency = pow(cloudColor.a, 3.0);

Offline RobinB

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Medals: 44
Projects: 1
Exp: 3 years


Spacegame in progress


« Reply #2 - Posted 2013-05-18 16:59:43 »

% is no modulus in glsl
try mod(value, modulus)
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Offline ags1

JGO Wizard


Medals: 75
Projects: 3
Exp: 5 years


Make code not war!


« Reply #3 - Posted 2013-05-18 17:08:16 »

Yes, much more beautiful:

float xTextCoord = mod((dir.x / dir.y / 2.0), 1.0);

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