Alexandermb Posted July 8, 2017 Report Share Posted July 8, 2017 (edited) Anglo Storehouse Basic mesh for anglo faction, so they use there own achitecture. Screenshots Spoiler Zip file. Anglo Storehouse.7z Edited July 9, 2017 by stanislas69 1 Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted July 8, 2017 Report Share Posted July 8, 2017 I'm looking at the storehouse and understanding: we need ambient occlusion. I need to reveal some old threads about SSAO. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 8, 2017 Report Share Posted July 8, 2017 16 minutes ago, vladislavbelov said: I'm looking at the storehouse and understanding: we need ambient occlusion. I need to reveal some old threads about SSAO. Could be nice. I'm wonderering if there isn't something similar that should be done first. Instancing, automatic lods maybe ? Dunno 1 Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted July 8, 2017 Report Share Posted July 8, 2017 1 hour ago, stanislas69 said: Could be nice. I'm wonderering if there isn't something similar that should be done first. Instancing, automatic lods maybe ? Dunno It requests higher version of OpenGL, @Yves works on it. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 9, 2017 Report Share Posted July 9, 2017 6 hours ago, vladislavbelov said: I'm looking at the storehouse and understanding: we need ambient occlusion. I need to reveal some old threads about SSAO. 5 hours ago, stanislas69 said: Could be nice. I'm wonderering if there isn't something similar that should be done first. Instancing, automatic lods maybe ? Dunno 4 hours ago, vladislavbelov said: It requests higher version of OpenGL, @Yves works on it. There are couple way we can "fake" SSAO. Can render AO maps for decals under buildings. For shadows, can make them fade slightly, so that they are darker near the origin and lighter farther away. Subtle. 2 Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted July 9, 2017 Report Share Posted July 9, 2017 (edited) 4 hours ago, wowgetoffyourcellphone said: There are couple way we can "fake" SSAO. Can render AO maps for decals under buildings. For shadows, can make them fade slightly, so that they are darker near the origin and lighter farther away. Subtle. Good idea for terrain rendering, it's static. But decals have a form, depended on terrain height. Edited July 9, 2017 by vladislavbelov Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 9, 2017 Report Share Posted July 9, 2017 Commited it with some tweaks. 4 Quote Link to comment Share on other sites More sharing options...
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