![]() Getting 3D textures to render efficiently across a large area is tricky to put it mildly, but we think our approach brings some novel ways of boosting performance without compromising too much quality. We also did a bunch of work to tune SilverLining’s volumetric clouds to blend nicely with X-Plane’s lighting and deferred HDR rendering engine, and to integrate our bounding-volume-based ray marching with X-Plane’s terrain. We accomplished the latter by extending SilverLining’s stratocumulus fragment shader to read a copy of X-Plane’s depth buffer to determine the depth of the terrain at each fragment, and compare that to the depth of each ray march in order to properly terminate the ray when it hits something in the scene. It’s not just terrain, but also objects in the scene – so at long last, you can see your own plane properly fogged as you fly through a cloud. We’re pretty excited about this release, and it’s also driven some exciting improvements in the SilverLining SDK as well. ![]()
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