webgl-dunes
terra
webgl-dunes | terra | |
---|---|---|
1 | 1 | |
35 | 473 | |
- | - | |
0.0 | 0.0 | |
9 months ago | about 1 year ago | |
TypeScript | TypeScript | |
MIT License | GNU General Public License v3.0 or later |
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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:
terra
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Rendering hundreds/thousands of objects - need opinions
I worked on a similar idea a few years ago, using a vertex shader to render lots of blades of grass: https://github.com/spacejack/terra
What are some alternatives?
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