And no remorse 🙂
A 3′ continuous shot, from ground to space. Seems like everything runs fine! Now it’s time to shut off C++ for a couple of days!
Recipe for skies:
– 1 skybox
– 2 skydomes
– 1 skytube
– 2 billboards set
– 5 fragment shaders
– 1 rendering queue manager
– 719 z-buffer headaches
– blend and shake…
I’ve got issues with sky since 2 days. Ocean and ground are now rendered using fragment shaders, space too. But between those two borders, sky layers were still rendered with this old fixed GPU pipeline… which started to irritate me widely. A few months ago I had the exact opposite feeling: that’s definitively just impossible to design with both techniques in mind. I decided to process to fixed pipeline’s funeral and convert almost everything to shaders. I’ll work much more quietly with only one single philosophy!
I don’t remember if I have put some space frontier pictures in some previous post. Anyway here’s tonight effect work. But… in fact, there ain’t any effect. I found that the best way to achieve a “cool sky – clouds – planet atmosphere – then free space” effect… is to build a kind of real “cool sky – clouds – planet atmosphere – then free space” realistic system…
Boring 1/ worked on a new highres sky texture. It’s always pretty painful to make tileable clouds…
Boring 2/ locked myself 2 hours to track down my ribbon trails. Wasn’t neither an overlay problem, nor a z-depth issue… I’ve spent 2 hours checking out everything but the obvious one… a timing issue. Frames weren’t fired anymore… (Ogre::mRoot->_fireFrameEnded())… I shouldn’t rely on Ogre for this kind of stuff anyway. Blame for me.
Boring 3/ I’ve refined fractal terrain generation. I’ve got a lot of “almost cool” formulas, but not the perfect one yet. Damn!