webgl-dunes
TimeChart
webgl-dunes | TimeChart | |
---|---|---|
1 | 20 | |
35 | 330 | |
- | - | |
0.0 | 4.6 | |
9 months ago | 5 days ago | |
TypeScript | TypeScript | |
MIT License | MIT License |
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webgl-dunes
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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:
TimeChart
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Rendering data that changes very frequently
I see, that Makes sense. Here is a webgl plotting lib, https://github.com/huww98/TimeChart
- TimeChart: NEW Data - star count:234.0
- TimeChart: NEW Data - star count:229.0
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2022-portfolio