hendu wrote:On a light manager, it might get ugly say when you have many streetlights visible to have some of them popping on and off. I think it would be better to use as many as desired around the scene, but position them so that at most N can be seen?
hendu wrote:entity, could you elaborate? The shader already does a discard on both too low Z (skybox) and on failing Z (no scene geometry to light), is this what you mean?
i finaly got around finishing my atmospheric scatering the parameters are a little unbalanced in these screen shots (like a planet with 90% oxygen atmosphere) but they still look good maybe i will be ready to submit a screen shot for the competition in the comming month
ent1ty wrote:I think what he meant is, how will Granyte's implementation look from ground
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