Check out some new screenshots
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.
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.
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.
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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