You are browsing as a guest. Sign up (or log in) to start making projects!

1h 45m 26s logged

  • Added option in config screen to choose the renderer,
  • Also added back frustum culling (where clouds don’t render behind the camera)

Qendolin’s original algorithm for frustum culling was:

  1. compute the bounding box of a section of clouds (clouds are generated in sections with a chunk-like system).
  2. if the frustum of the camera (basically an object describing what part of the world the camera can see given a camera angle, position, and fov) can see the clouds, expand the bounding box with the next section of clouds
  3. else, render all the sections of clouds we can see, and skip this section if we can’t see it

in other words: (original comment from the code)

        // This algorithm loops over chunks, which are in a line-by-line order.
        // When a visible chunk is found it's marked as a run start. The run continues until
        // the next non-visible chunk is found. At the end of a run the entire run is rendered as once.
        // This is possible due to the memory layout of the instance buffers.
0
46

Comments 0

No comments yet. Be the first!