Few Raymarching Steps 2013/01/16 JeGX It’s still funny to see what iq does with few raymarching steps in GLSL… More madnesses can be found on iq’s website. Related posts: Building Worlds With Distance Functions in GLSL (Raymarching) (GLSL) Menger Sponge, Raymarching Code Samples Updated (Tutorial) First Steps with PIL: Python Imaging Library GLSL.io: A Helpful Collection of GLSL Transition Effects
Zavie 2013/01/17 at 07:33 IQ actually mentioned[1] the wood scene is polygonal. Grass extruded with geometry shader and textured with fragment shader, etc. I’d assume the mountain landscape uses similar techniques. [1] See: http://www.pouet.scene.org/topic.php?which=9083&page=1#c426533
IQ actually mentioned[1] the wood scene is polygonal. Grass extruded with geometry shader and textured with fragment shader, etc.
I’d assume the mountain landscape uses similar techniques.
[1] See: http://www.pouet.scene.org/topic.php?which=9083&page=1#c426533
Thanks Zavie!
Anyway, raymarching or not, iq’s work is awesome!