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Showing posts with the label Sean O'Neil

Lots of new stuf

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I added quite a lot of new stuff to my planet renderer first i moved the noise algorythm from the cpu to the gpu the algorythm is still slow but it allow for the generation of 6 height map of 2048*2048 in less time then it took the cpu to generate a single 512*512 map i also completed the implementation of the atmospheric scatering the parameter are a little unbalanced but i though it looked cool I also integrated physic accurate with the mesh using bullet physics here is a short video Sadly i had to disable the physic as bullet does not play wel with shape shifting mesh.

Atmospheric Scattering

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here comes atmospheric scattering this implementation is based on Sean O'Neil openGL implementation wich has been ported to directx for ogre by HexiDave . The original converted implementation was vertex shader based for mie and rayleight color calculation and mixed them in pixel shader to try to obtain a smooth result this made sens when Sean O'Neil implemented it on the merly begning graphic hardware but it gave horrible artifact unless you have a over tesselated sphere irrlicht's 256 polygon sphere were just not cutting it. So i updated the code to make all the calcultations in pixel shader giving a much smoother result independent of the poly count of the sphere.   And for the sake of it a nice sunrise at 1920x1080 (i can't take screen shot in full screen -.-) I just need to verify the license and i will release the completed shader code with constant what is messing and why you most likely are not getting it to work in case you stumbled on my ...