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Get to know Luuk van Venrooij...  
Full Name  
Nickname Luuk van Venrooij 
State/Province, Country Noord-Brabant   Netherlands
GD Gathering City Heeswijk, Noord-Brabant, Netherlands
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Homepage URL www.genesisdevice.net 
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Rating 1015  (Rate this user)
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In our forums
6  
Member Since 11/20/2006 9:26:29 AM
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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
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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
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