Tomorrow after a long time, I think i will find some time to work a little bit on the renderer. Looking forward to it
Also started to use the #monogame tag on twitter.
Tomorrow after a long time, I think i will find some time to work a little bit on the renderer. Looking forward to it
Also started to use the #monogame tag on twitter.
what ssao do you use
I think it was this article from gamedev, where I took the original code from. But it has been quite some time so I don’t remember exactly.
I implemented simple screen space decals, but the code needs a bit cleanup. They are not projected by using an orthographic projection, but rather a unit size cube. When rendering the cube, it gets transformed back to object space. Then, since we have a unit length cube, we can calculate the texture coordinates by simply adding 0.5f to the coordinates.
is that the league of legends mountain drake?
I don’t remember where I downloaded the model, so I don’t know
Only had to add the following line to make everything work again in the latest MonoGame version
graphics.GraphicsProfile = GraphicsProfile.HiDef;
Great work!
I will try to find some time on the weekend to write about the current state of implemented techniques / features of the renderer
Current implemented techniques / features are:
what parts of the gbuffer do you manipulate with POM? albedo & normal? Or depth too?
Only albedo and normal.
What is “EFog” ? Never saw this among: Distance Fog, Height Fog, Volume Fog, etc. Is it the vanilla fog ?