![Image](http://i.imgur.com/2VrUppy.jpg)
Such rhythm, much beat.
You mean something like this?chronologicaldot wrote:Nice job, Mel!
Now if only the pipes didn't make it look awkward. X) Do you think you could do proper shading on the parallax-mapped surface? (I mean the pipes' shadow.)
Mel wrote:You mean something like this?chronologicaldot wrote:Nice job, Mel!
Now if only the pipes didn't make it look awkward. X) Do you think you could do proper shading on the parallax-mapped surface? (I mean the pipes' shadow.)
I have asked in #irrlicht and I have asked in ##OpenGL, but nobody knows - how exactly does higher field of vision mess up deferred rendering? Is this something to do with your specific implementation?devsh wrote:our testers wanted 120 FoV, so I worked up this
Its a PoC, wont be implemented until all GPU pipeline upgrades are done, if implemented at all
The reason is that it messes up deferred rendering quite a lot, and the only way to counteract is to store extra data (At least 32bit-64bits more ppx in the GBuffer)