You're not really showing off your real-time rendering code unless you're showing the Crytek Sponza. Sadly no GI... yet.
I've added *basic* LOD support, and added the all important colour bricks. Lighting bricks are the next brick in line. There are still some odd ray errors, and the colour does odd things when it's really thin (which at the moment, is always). Here's the commit.
Showing posts with label Linux. Show all posts
Showing posts with label Linux. Show all posts
Friday, January 17, 2014
Tuesday, December 3, 2013
Underwhelming Screenshot 5: Gelatinous Cube Eats Bunny
Significantly more whelm than previous entries, still lacking that whole voxel thing I set out to accomplish. As far as I can tell, the only thing that's not working is for some reason the voxel rendering shader can't get brick id's, which is curious as the brick creation shader is most certainly writing to the brick texture (I checked). The really amazing part about this, is how fast it runs. This is *very* real-time. This Octtree is 7 levels deep, and it took 7 frames to generate. Frame rate appeared to stay well above 40fps. It's quite mesmerising watching a bunny form out of blocky nothingness. Even though it doesn't completely work, I'm still quite chuffed, as building the Octtree and associated 3D texture took tens of seconds in the old version, where as this does it's job tens of times per second. Source for the adventurous.
Labels:
BSD License,
C99,
github,
GLSL,
Linux,
Open Source,
OpenGL,
real-time,
Sparse Voxel Octtree,
win32
Sunday, June 2, 2013
GUI progress
So there's the progress on the GUI so far. As I plan on making it the usual, here is the branch on GitHub.
There's nothing particularly fancy to report, it's yet another GUI framework for OpenGL, but this has the almost unique distinction of being written in C99. It's all WIP, so if you use it, don't be surprised when the next version breaks everything.
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