RE: [Algorithms] Sky gradients - vertex or pixel shaded?
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From: <c.s...@ph...> - 2005-04-29 13:46:03
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Might add that the 32x64 texture is hemi-spherical, with 64 pixels = latitude. -----Original Message----- From: gda...@li... = [mailto:gda...@li...] On Behalf Of = Christian Sch=FCler Sent: Friday, April 29, 2005 11:00 AM To: gda...@li... Subject: RE: [Algorithms] Sky gradients - vertex or pixel shaded? I would recommend to go for sprites. I have a dynamic sky, and I use a 32 x 64 pixel texture for the = gradient, and both the artists and I found it to be sufficient, = resolution wise. This is, I use the texture for the gradient only, no = clouds, celestial objects or flares. -Christian -----Original Message----- From: gda...@li... = [mailto:gda...@li...] On Behalf Of = Megan Fox Sent: Thursday, April 28, 2005 11:46 PM To: gda...@li... Subject: Re: [Algorithms] Sky gradients - vertex or pixel shaded? Looks nice, though I should clarify, I'm working on a free-roaming RPG - my reason for using gradients is that the entire sky system needs to = be dynamic. From sunrise to sunset to dusk to night, dynamic clouds and = weather during any of the above conditions, etc. Unless I misunderstand, yours is more of a static texture solution - = great for FPSs, but probably not ideal for my purposes? ... that said, you're controlling white point via pixel shader - = question on that: are you doing some manner of linear falloff for the = light edges? or exponential? or something else entirely? -Megan Fox On 4/28/05, Emanuele Salvucci <in...@fo...> wrote: > Objects for us too, no vertex coloring though. > =20 > We chose to use high-res FDRI skyboxes. They're generated and "baked" > skyes with HDRI data. White point is dynamically controlled via pixel=20 > shader: www.forwardgames.com ...follow the technology/research page=20 > and the high-res texturing link. > =20 > A 1024x1024x6 skybox can take as little as 6 Mbytes, with no DXT1 > compression (blocky skyes aren't very beautiful :), compared to around = > 25Mbytes for uncompressed version, same resolution. > =20 > ...they can be layered...alpha blended...animated etc... > =20 > =20 > =20 > Best, > =20 >=20 > Emanuele Salvucci > Maya|Lightwave > Game Technical Artist > Lscript developer > =20 > www.forwardgames.com > ema...@fo... > =20 > "#3. He causes things to look different so it would appear time has > passed." ________________________________ >=20 > =20 > =20 > =20 > ----- Original Message ----- > From: "Megan Fox" <sha...@gm...> > To: <gda...@li...> > Sent: Thursday, April 28, 2005 7:29 PM > Subject: [Algorithms] Sky gradients - vertex or pixel shaded? >=20 > I have an excellent sky gradient system going using "just" vertex > shading, where I can smoothly animate all the values, smoothly animate = > the falloff, etc... very nice... but I'm finding that the system is=20 > incapable of representing small flares, like daytime sun, short of an=20 > EXTREMELY tesselated skydome. (it of course represents large flare=20 > sunset conditions excellently, and does a great haze-to-sky fade, it=20 > just has trouble with small flares) >=20 > Now in our case, we're going to get around it with a sun sprite (and > just alpha fade it out as we fade in the larger sunset gradient), but=20 > I'm curious, is it common to use some other method for this? Maybe=20 > people DO commonly have 30k tri hemisphere domes? Maybe pixel shading = > is the key (though I'm calling a pow at every point, that can't be a=20 > good idea for pixel shading)? >=20 > Or is our solution, just using sprites for any flares below a > particular size, what most use? >=20 > Thanks, > -Megan Fox >=20 >=20 > ------------------------------------------------------- > SF.Net email is sponsored by: Tell us your software development plans! > Take this survey and enter to win a one-year sub to SourceForge.net=20 > Plus IDC's 2005 look-ahead and a copy of this survey Click here to=20 > start! http://www.idcswdc.com/cgi-bin/survey?id=105hix >=20 > _______________________________________________ > GDAlgorithms-list mailing list GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: http://sourceforge.net/mailarchive/forum.php?forum_ida88 >=20 > ------------------------------------------------------- SF.Net email is sponsored by: Tell us your software development plans! Take this survey and enter to win a one-year sub to SourceForge.net Plus IDC's 2005 look-ahead and a copy of this survey Click here to start! http://www.idcswdc.com/cgi-bin/survey?id=105hix _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_ida88 ------------------------------------------------------- SF.Net email is sponsored by: Tell us your software development plans! Take this survey and enter to win a one-year sub to SourceForge.net Plus IDC's 2005 look-ahead and a copy of this survey Click here to start! http://www.idcswdc.com/cgi-bin/survey?id=105hix _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_ida88 |