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Terrain self-shadowing with ambient aperture lighting.

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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 ?

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