Etus :
1) it uses register combibers or fragment shaders for most of the stuff.
2) I used that paper for sky gradient. it runs in realtime so it reflect channges in sun position
You should never let your fears become the boundaries of your dreams.
Tree/Forest LOD
If you want to do true imposters, there is a tutorial by Tom Forsythe in games programming gems 2. Its actually a fairly complex thing to do well due to the following :
- what do you do about animation?
- lighting (if it changes)
- viewing angle (this can make it really ugly, so you have to dynamically update.)
- distance.
Afraid the article isn''t available on line. Good luck though, your engine looks good so far
DanH: all the conditions you''re talking about can be summarized in a single question : heuristic. Once you get the good heuristic, the number of conditions is a transparent problem.
quote:Original post by Zemedelec
Original post by _DarkWIng_
But we face another problem with the trees now - the whole system is DIP calls limited
IB can be recompiled each frame from small pieces. So the number of DIP calls can be minimized.
I think that the following scheme can be good:
1.) Rendering tree into texture (every N frames)
2.) Rendering this texture as a billboard.
N can be computed from the distance and speed of the camera (~screen error).
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