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Ambient Occlusion without using shaders https://delphigl.com/forum/viewtopic.php?f=19&t=7164 |
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Autor: | noeska [ Di Jan 01, 2008 17:34 ] | |||
Betreff des Beitrags: | Ambient Occlusion without using shaders | |||
Whilst researching Ambient Occlusion on the internet i found this: http://dbfinteractive.com/index.php?topic=2117.15 It shows how to implement ambient occlusion using spheres without using shaders! Below is a screenshot and the converted delphi sourcecode. Enjoy ![]() For those who are unfamiliar with the term Ambient Occlusion: http://en.wikipedia.org/wiki/Ambient_occlusion
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Autor: | Lord Horazont [ Di Jan 01, 2008 23:17 ] |
Betreff des Beitrags: | |
Really interesting on the first view, but as far as I understood it does only work for spheres. So it is not useable in many cases in game programming, or am I wrong? Greetz Lord Horazont |
Autor: | WhiteHunter [ Mi Jan 02, 2008 01:46 ] |
Betreff des Beitrags: | |
I think it's a brilliant idea to use a negative color for lights, that's kinda inventive. Why don't I get such ideas? ![]() However this method will only be useful if you already know where the occluded dark spots are. In addition there can't be more spots than OpenGL lights. Of course you can light... I mean... darken anything but if you take into consideration, there are shaders available that actually run well in realtime on GF68 and up, it's not of much use anymore. Anyway, after reading through your link i'd be interested in how to do metaballs with lights... |
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