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I've played around a lot with Ogre3D some years ago and had a game idea that I never really finished. Recently, I started working a lot with Go and stumbled upon azul3d - so now I'm thinking about revisiting the idea. I like the thought of joining the azul3d community early, to really dig into the depth of the library before it provides all the bells and whistles.
I was wondering if it would be feasible to provide a logarithmic depth buffer as part of the configuration of the engine? And whether anyone has already considered the idea before? See the link below for details. I found that I could save myself a lot of dirty hacks if I could implement this, rather than "simulating" (very) far away object by shrinking them etc. The results of the outerra engine seem to be impressive, to say the least.
Issue by awishformore
Friday Sep 11, 2015 at 15:33 GMT
Originally opened as azul3d-legacy/gfx#99
Hey guys.
I've played around a lot with Ogre3D some years ago and had a game idea that I never really finished. Recently, I started working a lot with Go and stumbled upon azul3d - so now I'm thinking about revisiting the idea. I like the thought of joining the azul3d community early, to really dig into the depth of the library before it provides all the bells and whistles.
I was wondering if it would be feasible to provide a logarithmic depth buffer as part of the configuration of the engine? And whether anyone has already considered the idea before? See the link below for details. I found that I could save myself a lot of dirty hacks if I could implement this, rather than "simulating" (very) far away object by shrinking them etc. The results of the outerra engine seem to be impressive, to say the least.
http://outerra.blogspot.de/2009/08/logarithmic-z-buffer.html
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