LayaAir
webgl-dunes
LayaAir | webgl-dunes | |
---|---|---|
1 | 1 | |
1,603 | 35 | |
1.4% | - | |
9.6 | 0.0 | |
6 days ago | 9 months ago | |
JavaScript | TypeScript | |
MIT License | MIT License |
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LayaAir
webgl-dunes
-
Rendering dunes terrain in WebGL
To examine how objects are rendered, you can take a look at drawScene() method in DunesRenderer.ts — first we render depth map to texture (this is needed for soft particles), then render on-screen objects in front-to-back order (first closest and largest objects, then distant) to efficiently utilize z-buffer culling. Terrain in the scene is represented as a single square tile. Its polycount is reduced to 31k faces in order not to split geometry and to draw it with a single draw call. This polycount produces a reasonably good quality. However, its area is not quite large enough to create a feel of infinite sand desert — when the camera is placed slightly above terrain boundaries of square terrain its limits are clearly visible:
What are some alternatives?
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