#Long Distance Rendering
1 messages · Page 1 of 1 (latest)
@undone cobalt any ideas on grass rendering? i have had a bit of a breakthrough myself
flooding channels with grass talk is crucial, don't let them put in grass ghetto
Slap the Arma label on delta force 2, done 😎
Yes i made a powerpoint
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
yeah it is pretty much this but with only one shell
except i am not a fan of dithering player models, grass would be more preferable
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
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
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)
yes, but performance should be considered
terrain is actually taking more pixels of your scren, where objects are usually just a fraction of it
so in terms of how many pixels are there to alter - it would be easier to alter less pixels
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
billboard still requires the generation of meshes and vertex data whilst also displacing them constantly, my approach is a static mesh identical to the terrain mesh but with an altered texture
this is the sort of thing i would like, this has been created in blender