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Gice

volumetric vs. 3D texturing?

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Hey guys, I'm adding finishing touches to the graphics of a space combat game I've been working on, and I have been wondering what the best way would be to render thruster / exhaust type FX. I don't need them to be animated (much) so I'm not sure I need to go to the effort of doing a volumetric implementation of some sort. The only alternative I can think of (besides using the particle engine, which I don't want to do really) is to use 3D texturing? Has anyone done this, or could you point me towards how this is typically done? My game looks similar to the "beam screensaver" which you can find online, except that it has realistic newtonian physics. Thanks in advance for thoughts and comments! ~Gice

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I used volumetric data as a 3D texture, rendered using a custom GLSL ray-tracer. So, really, they are the same thing.

Here are some shots:


http://cwiki.org/index.php/Image:Untitled-1.jpg


http://cwiki.org/index.php/Image:Rtfluid.jpg

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