#Long Distance Rendering

1 messages · Page 1 of 1 (latest)

golden heath
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Anyone with ideas shoot, this is to help prevent flooding channels with grass talk 😆

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@undone cobalt any ideas on grass rendering? i have had a bit of a breakthrough myself

undone cobalt
amber parrot
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Slap the Arma label on delta force 2, done 😎

golden heath
undone cobalt
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there is a shader technique called 'shell texturing' that is actually something that you proposed in ppt, however, it might be also possible just to apply dither-transparency not on terrin, but on models itself - creating similiar effects

golden heath
golden heath
undone cobalt
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the thing is not to just render grass over a distance, the core thing is how to represent objects and their visibility over a distance - rendering grass might be helpful but it's not the grass that is a core issue here

golden heath
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dithering player models however only solves the player model issues, having the grass itself dither will apply for all objects such as emplacements, mines, mgs, anything

undone cobalt
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if shell texturing is not possible with such big meshes like the terrain, a tesselation alghoritm could be tweaked so it apply some height increase for terrain beyond some distance (the code for simplifying terrain - tesselation is already there)

undone cobalt
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terrain is actually taking more pixels of your scren, where objects are usually just a fraction of it

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so in terms of how many pixels are there to alter - it would be easier to alter less pixels

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for current grass rendering - grass is being rendered as 2d sprites now - beyond certain distance it could be replaced by 2d bilboards - i.e. grass sprites are always facing the player - it might reduce the computional cost for it

golden heath
golden heath
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this is the sort of thing i would like, this has been created in blender