Sign in to follow this  

Terrain self-shadowing with ambient aperture lighting.

This topic is 3298 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

It seems to be yet somewhat difficult to find resources on this one. I downloaded Christopher Oat & Pedro V. Sander's paper, went through this kind of search. I had a look at the Humus sample : looking cool but not quite the same (as he says it), much simpler and I couldn't really see any self-shadowing actually : I'm not sure but to me it looks like just "another way to render ambient". So I'd love to know if anyone experimented with this and/or has any point of view whether it would also be possible to perform this implementation on top of a clipmap renderer. Actually it would be quite nice to see a GDNet article post on it, if not in depth, at least to explain concepts and global operability... don't you think ?

Share this post


Link to post
Share on other sites

This topic is 3298 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this