Atmospheric light scattering FAQ: Difference between revisions

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So there's a line drawn somewhere. For instance, the urban relief shader is a great way to generate the illusion of many buildings from high up, but if you look into the math of [http://www.science-and-fiction.org/rendering/glsl_11.html Relief maps], you discover that it can't work under shallow view angles. It's equally possible to put explicit 3d models of buildings into the scene - but in the same numbers, they become vastly more expensive to render - though they work from any angle.
So there's a line drawn somewhere. For instance, the urban relief shader is a great way to generate the illusion of many buildings from high up, but if you look into the math of [http://www.science-and-fiction.org/rendering/glsl_11.html Relief maps], you discover that it can't work under shallow view angles. It's equally possible to put explicit 3d models of buildings into the scene - but in the same numbers, they become vastly more expensive to render - though they work from any angle.
== Can I contribute to ALS? ==
In principle you're welcome to - but since consistency of visuals is very important and the framework takes pride in a good simulation of light scattering physics, please make sure beforehand whether your contribution is well-placed within the philosophy of ALS to avoid disappointments later.


[[Category:Shaders]]
[[Category:Shaders]]
[[Category:ALS]]
[[Category:ALS]]
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