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GraphicsBas

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  1. Do you by any change have to do this for a school assignment?..
  2. [quote name='PolyVox' timestamp='1305674625' post='4812154'] You might find this interesting: [url="http://petrocket.blogspot.com/2010/01/simple-flexibile-atmosphere-shaders.html"]http://petrocket.blo...re-shaders.html[/url] There's also some newer posting on the same blog that you might find useful. [/quote] Thanks that is very useful indeed! For other people reading this: [url="http://petrocket.blogspot.com/2010/04/atmosphere-shader-update-and-treegrass.html"]http://petrocket.blo...-treegrass.html[/url] Thats the link with the improved sky shader.
  3. [quote name='boubi' timestamp='1305669717' post='4812119'] Oh and just to comment the pic of spore, there is no atm scattering in there... [/quote] Thats very interesting, what I want to achieve is more of a 'spore-like' planet than a correct solution. Can you maybe provide me with more information on how the sky in spore is rendered?
  4. Hey all, I have implemented O'Neils atmospheric scattering from space as described in GPU Gems 2. I have got it working the way I want except that I having trouble making the atmosphere larger/bigger. O'Neils implementation uses a predefined scale function which limits the atmosphere to be 2.5% larger than the planet itself. Currently this is what I have: [img]http://bassie-entertainment.com/wp-content/uploads/2011/05/sick2.png[/img] What I want to achieve is a larger atmosphere, as seen in Spore for instance: [img]http://www.freewebs.com/danielsblog/Spore%20Planet.jpg[/img] It is obvious that in the screenshot above the atmosphere is much larger than 2.5% of the planet.. So my question is: how to adapt O'Neil atmospheric scattering approach to account for a larger atmosphere.
  5. Did you reference the lib file? Not only do you have to specify where they are you also have to reference them in your project under linker settings. The function call is the only things your using that is really inside the library. The other stuff is simply in the headers which you are including correctly. Hope this helps. :)
  6. Are you building for unicode? It in the general option pane of your project. If so you should use the int main(int argc, wchar_t **argv) signature instead or change the character set to multibyte. Also what is the END_OF_MAIN() macro and the end of the file?
  7. Did you create a console project or a windows application? If your are building a windows application your entry point is the WinMain method. You can check it out under the linker->system options.
  8. main should be int main(int argc, char ** argv) if your compiling with multibyte character set, use wchar_t if your compiling with unicode character set.
  9. Quote:and PRT sounds familiar.. wasn't it the technique that one of Direct3D SDK's (uh I used the d word in opengl forum :P) example implementing. (on a yellow bat as far as I can remember) it was looking good too. (or was it deformable PRT?) There is a VERY good example in the DirectX SDK. The SDK suplies you with an interface but I don't think you will want to use that with OpenGL. :P The sample your mention uses LDPRT (Local deformable PRT). It allows the mesh to be more dynamic. There are quite a few extensions on the PRT algorithm but if your mesh is static (terrain usually is :)) than the normal PRT algorithm should do the trick. :) Hope to see if you get some results. :) Bas
  10. The problem is that an integer is a natural number. You should use the floats instead. Also as already pointed out by someone else, the ^ operator is a XOR operator and not a power operator. The error you were getting probably states that you can't use the XOR operator on a float. GBS
  11. You could also look into PRT(Precomputed radius transfer) lighting. It does allow lights to move, but your mesh has to remain static. A similar technique is used in Unreal engine 3. ;] Gr, Bas [Edited by - GraphicsBas on April 5, 2009 3:50:53 AM]
  12. Maybe if you set color as RT0, normals as RT1 and depth as RT2?
  13. Quote:Original post by Sc4Freak void Foo(int x, int y) { if(!!x ^ !!y) { // x is nonzero and y is zero, or y is nonzero and x is zero } } Well dropping the !! there makes much more sense to me, as it's just a regular XOR..
  14. I'm sorry to barge in the discussion like this but in my oppinion a scripting language doesn't perse have to be made out of lines of code. You could also use a graphical representation of your script. Artists don't have to write a single line of code. You can have them connect blobs/action/you-name-it with each other or something like that. Check the Unreal engine 3 for a graphical example. Thinking script doesn't necessarily mean thinking procedural. But ofcourse correct me if I'm wrong. :) GBS
  15. The last column of the view matrix describes the position of the camera in world space.