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Some recent topics started on our forums |
Outerra Engine
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These are screenshots from the Outerra game engine, featuring Tatra T813 truck and Cessna 172SP.
The Outerra Engine can render whole Earth, with arbitrary (varying) mesh resolution, currently using 76m resolution for most land and 1km for the sea... |
Posted February 9, 2010 12:17:23 PM
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Some recent replies made on our forums |
atmosphere density
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You won't easily get the same quality from O'neal's code.
Here's one comparison screen I found, modified Bruneton (but a lower quality) on the left, modified O'neal on the right side. The parameters aren't exactly the same, but the... |
Posted December 21, 2010 8:32:53 AM
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atmosphere density
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Demo is not yet out, but maybe early next year.
There's also another thing that affects this - adjusting the colors to match the perception of human eye in different lighting conditions. It's basically about white balance - what color is perceived... |
Posted December 21, 2010 8:23:50 AM
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atmosphere density
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Oh, I'm not using O'neil's technique anymore, went for one that is derived from Eric Bruneton's code. A short sequence of setting sun can be seen in this video from around 12:48 till end.
A few ancient screenshots with Sean O'neil's atmospher... |
Posted December 20, 2010 10:36:45 AM
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atmosphere density
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Not sure what scale for Rayleigh you are using (I have them at 0.0058, 0.017, 0.041, you probably have it premultiplied there), but those values explain the colors you are getting - yellow sunsets and that blue sky color lacking green component.
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Posted December 20, 2010 8:45:55 AM
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atmosphere density
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You can treat the atmosphere as if the planet wasn't there, and the air density was still computed as exp(-h/H) with h<0. Sean's way of scaling the integral still works there. |
Posted December 19, 2010 3:23:28 PM
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Depth buffer precision
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Quote:Original post by MJP
Well like I mentioned before, the reason that the depth value in the z-buffer is taken directly from z/w is because this format has some nice advantages from a hardware perspective. Mainly that the gradients of the depth v... |
Posted March 25, 2010 2:26:47 PM
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Depth buffer precision
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Quote:Original post by maya18222
And finally, he mentions using linearZ causing problems with rasterization. How is this so? Both z/w and zView/zfar will be 0-1. So how does that interfere with anything?
The problem is that in order to have persp... |
Posted March 25, 2010 7:10:38 AM
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Outerra Engine
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Quote:Original post by razorjack
I have taken a look through your development journal. There were some interesting posts on horizontal displacement. How did you achieve it with so much triangles? Did you use geometry shaders?
I'm extensively u... |
Posted February 18, 2010 3:56:34 PM
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Outerra Engine
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Quote:Original post by Martin
I've been watching this project with great interest, very good work
Do you have an end goal? Or are you just doing whatever interests you?
We are talking about it a bit at lockonfiles.com
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Posted February 18, 2010 2:09:24 AM
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Outerra Engine
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Yes that would be definitely nice, we are working on a particle system that will allow this. The effects have currently a lower priority, but the engine will support this for sure.
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Posted February 12, 2010 7:44:46 AM
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