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ChrisE

Check out some new screenshots

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Here are a few shots of things in development: Bump water working on GF3: http://www.powerrender.com/screenshots/water1.jpg http://www.powerrender.com/screenshots/water2.jpg http://www.powerrender.com/screenshots/water3.jpg http://www.powerrender.com/screenshots/water4.jpg Shadow volumes casting over grass, also quadtree visibility for handling large number of objects: http://www.powerrender.com/screenshots/grass_ss1.jpg Please ignore the shadow/lighting on the character since the light is coming from the camera position instead of the sun where shadows are cast from.

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a few more....

http://www.powerrender.com/screenshots/grass_ss2.jpg
http://www.powerrender.com/screenshots/grass_ss3.jpg
http://www.powerrender.com/screenshots/grass_ss4.jpg

Around 22 fps without the bump water on a gf3/athlon 1.2 using debug build and 6500 objects (trees/rocks/grass/logs etc).

This is just a test for faster object visibility and collision queries using a quadtree.



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Sweet. Will the visibility quadtree addition be part of PR4, or are you saving it for PR5? That''s a much-needed addition!

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I''m not even thinking about PR5 yet. These are just minor changes to things that I didn''t have time to try out before.

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