Short Overview: Our run of DF Retro Marathons - combining multi-part DF Retro episodes into single videos - continues, with John's FullHD, 8xMSAA, 16x Anisotropic Filtering Grid 256x256 vertices for terrain Grid 1024x1024 vertices for
Real Time Water Rendering 20935 -
Our run of DF Retro Marathons - combining multi-part DF Retro episodes into single videos - continues, with John's FullHD, 8xMSAA, 16x Anisotropic Filtering Grid 256x256 vertices for terrain Grid 1024x1024 vertices for Effects: waves calculated on the GPU (hightfields method), reflection (cube mapping), ...
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- Our run of DF Retro Marathons - combining multi-part DF Retro episodes into single videos - continues, with John's
- FullHD, 8xMSAA, 16x Anisotropic Filtering Grid 256x256 vertices for terrain Grid 1024x1024 vertices for
- Effects: waves calculated on the GPU (hightfields method), reflection (cube mapping), ...
- Video illustrates my implementation of Jerry Tessendorf's paper Simulating Ocean
- Effect made using normal mapping, following great tutorial from Yo Frankie!
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