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| Some recent topics started on our forums | |
| Untitled | Hi all, After a few years of programming with shaders I thought it would be fun to do some old school graphics again. So I wrote this little demo. The current features are: - Heightmap terrain with multipass blended terrain texturing with extra... |
| Posted March 7, 2010 9:19:14 PM | |
| SSAO problem | I`m currently working on implementing SSOA using the artical by Quilez(http://rgba.scenesp.org/iq/computer/articles/ssao/ssao.htm) I use a RGBA16F to store the results from the first pass. rga for the colors and a for the linear eye space z d... |
| Posted April 6, 2008 6:02:35 PM | |
| Improving terrain shader | Hi all, Currently I have a bit of a problem to figure something out for my terrain shader. First let me explain a bit about the current workings. The system I am using a bit of a combination of texture spatting and using detail texturing. I ha... |
| Posted February 2, 2008 1:48:36 PM | |
| Genesis Device Engine Project Searching For New Members | Hi all, First let me introduce myself a bit. I’m Luuk van Venrooij, 23 years old from the Netherlands. Currently I’m in my last few months of getting my degree in computer science. I do par time work as a database programmer for a small company.... |
| Posted November 20, 2006 9:49:32 AM | |
| View All Topics Started By This User | |
| Some recent replies made on our forums | |
| Improving terrain shader | Multipass rendering would work but would probebly be to costfull. Also the idear with the layers wont work because my I 3 textures per detail. A grayscale color image, normal map and heightmap. The only problem I have is calculating the U of... |
| Posted February 3, 2008 6:55:51 AM | |
| Desert Demo Updated (and little Improved) | Looks very nice, any chance of releasing a demo soon? |
| Posted January 8, 2008 6:39:15 AM | |
| View All Replies Made By This User | |