13 years, 10 months ago
Highlights
@bummel: Well, basically it is a "standard" atmospheric raytraced scattering (only single scattering). while "marching" along the ray i sample the shadow map…
13 years, 10 months ago
13 years, 11 months ago
Hi, Having been in the game industry for a few years, I wanted to work on my own project to be able to touch on every aspect of the development (technical, artistical) and impro…
13 years, 11 months ago
Hi, I'm writing a cross platform engine (GL, GL ES, DX9, DX10, DX11), I've got a Texture class with a Lock and Unlock method, in directX, depending on the pool & usage some…
15 years, 10 months ago
Hi, I have a Log2 method which have inconsistent result between debug & releasehere's the c++ code u32 Log2( float _f ) { #ifdef XTM_MACOSX return ilogbf( _f ); #else const floa…
15 years, 10 months ago
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See all in Discussions@bummel: Well, basically it is a "standard" atmospheric raytraced scattering (only single scattering). while "marching" along the ray i sample …
13 years, 10 months ago
being spectral, I suppose it support dispersion ? it would be great if you'd put a screenshot of a prism …
13 years, 11 months ago
Hi, everything is possible at this stage but it will mainly depend on my motivation and my financial situation... It …
13 years, 11 months ago