Introduction - If you have any usage issues, please Google them yourself
we use with a vertex shader to exaggerate the description before all 2D footprint. First, the footprint to the coordinates (x, y), the shader by simple scaling and transform to calculate its world coordinates (x, y). Next, from the vertex texture read height z values. This does not require any filters, because vertex and texture sampling is one-to-one
Packet : 119128680gpugeometryclipmaps.rar filelist
Resource\ComputeNormals.fx
Resource\README.txt
Resource\Render.fx
Resource\Upsample.fx
Resource
Resource\GameRes Readme.txt