tag:blogger.com,1999:blog-4217826068942535587.post622124579092050117..comments2023-10-07T11:24:50.610+02:00Comments on Outerra: Speed of LightOuterrahttp://www.blogger.com/profile/01028397138049592535noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-4217826068942535587.post-51223439247779552482010-11-16T20:09:28.630+01:002010-11-16T20:09:28.630+01:00Well, we are making all our shaders ourselves, and...Well, we are making all our shaders ourselves, and putting requirements on the output from the modeling tools.<br /> We will have our own material system, as is usual with game engines, so there's no need to handle this issue now. But since you are asking - it should be relatively easy, just few lines inserted into the shader code.Outerrahttps://www.blogger.com/profile/01028397138049592535noreply@blogger.comtag:blogger.com,1999:blog-4217826068942535587.post-20752506735937730422010-11-16T19:20:18.806+01:002010-11-16T19:20:18.806+01:00I am a big fan of this approach. I also wanted to...I am a big fan of this approach. I also wanted to ask how it affects your content creation pipeline since every shader needs to be modified. Do artists author shaders without logarithm Z, then Outerra modifies the shader? Or does Outerra provide a GLSL function to call that is stubbed out in an authoring tool such as Maya, etc?Patrick Cozzihttps://www.blogger.com/profile/16648883274039420643noreply@blogger.comtag:blogger.com,1999:blog-4217826068942535587.post-18081872455824666612010-11-16T19:15:37.678+01:002010-11-16T19:15:37.678+01:00Yes, it's still the logarithmic one, I'm j...Yes, it's still the logarithmic one, I'm just setting the far plane adaptively, but even that is not necessary. Near plane is always at 0.001m, because in logarithmic buffer it doesn't affect the precision.<br /><br />Still plenty of resolution - logarithmic depth is specific in that the resolution is proportional to the size of object on the screen at given distance. That practically means that rendered objects are always getting enough resolution while they are visible.<br /><br />It truly feels "magic", mainly after being treated by the normal depth buffer all those years :)Outerrahttps://www.blogger.com/profile/01028397138049592535noreply@blogger.comtag:blogger.com,1999:blog-4217826068942535587.post-45273149615899389582010-11-16T18:38:25.470+01:002010-11-16T18:38:25.470+01:00Great video Brano. Are you using your logarithmic...Great video Brano. Are you using your logarithmic depth buffer for this scene? When the viewer is very far from Earth, is there still enough precision in a single frustum? Are you dynamically pushing out the near plane as the distance increases?<br /><br />Thanks!<br />PatrickPatrick Cozzihttps://www.blogger.com/profile/16648883274039420643noreply@blogger.comtag:blogger.com,1999:blog-4217826068942535587.post-28018706230648825382010-11-07T22:48:55.990+01:002010-11-07T22:48:55.990+01:00Destructing the terrain will be possible, even on ...Destructing the terrain will be possible, even on such large scales. Though getting all the secondary effects worked out won't be trivial.Outerrahttps://www.blogger.com/profile/01028397138049592535noreply@blogger.comtag:blogger.com,1999:blog-4217826068942535587.post-30805001730454330162010-11-07T22:20:47.321+01:002010-11-07T22:20:47.321+01:00Would it be possible to create a nuclear bomb, ICB...Would it be possible to create a nuclear bomb, ICBMs and such? I want to play DEFCON with this engineHattiwattihttps://www.blogger.com/profile/10227202844318709244noreply@blogger.com