Fog and Clipmaps
Carbon » Devlog
Made a basic implementation of fog by adding an extra step in the fragment shader to calculate distance to a given fragment and blend a fog color based on that. I have also begun with the implementation of a LOD system for rendering terrain.
Included image shows a hemisphere divided in concentric rings, that get larger as the distance to the camera increases. This is largely based on the paper "Terrain Rendering using Spherical Clipmaps" by Malte Clasen and Hans-Christian Hege.
https://www.researchgate.net/publication/220778464_Terrain_Rendering_using_Spher...
Carbon
RPG set in a dystopian future.
Status | Prototype |
Author | void main |
Genre | Action |
Tags | Action RPG, Dystopian, opengl, Open World |
More posts
- Migration to GodotMay 10, 2024
- Updated normals and LOD systemMay 07, 2024
- Atmosphere and TerrainApr 22, 2024
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