WebGL Terrain Flyover Demo
41–50 of 121 posts
Re: WebGL Terrain Flyover Demo
#42Earlier quoted context omitted.
I'm getting 40fps on a 2012 Macbook Air using Chrome so I doubt its a lack of GPU power, more likely an issue with drivers and/or the compositor.
my retina mbp is getting ~20 fps, seems strange that your air would get double.
I also tried it on my 'mac' desktop with is an i7 920 @ 4.1Ghz with a nvidia 660Ti running OSX, also using chrome and with all windows open it only does ~40-45fps but pegs at 60fps again with them closed.
Resolution probably makes a big difference also, on both machines I have the chrome window 'maximized' but the desktop has 1920 x 1200 monitors vs the air's 1440 x 900 screen. I'm not sure how webgl handles retina resolutions, it's also possible the nvidia gpu isn't kicking in for some reason, assuming your on the 15" rmbp.
Re: WebGL Terrain Flyover Demo
#43Re: WebGL Terrain Flyover Demo
#44Earlier quoted context omitted.
> lens flare is ubiquitous in photography, hence its absence in a computer generated images can be conspicuous wait, what? Lens flare is not common in photography.
Maybe he meant videography. A game engine is more like a virtual video camera anyways (depending on who you ask...some people think it should be more like a person's eye, with no lens/camera artifacts).
Yeah. Personally, lens flare drives me nuts. It's like instagram - you can show me a perfect picture, but instead you're applying a can't-see-shit filter.
Re: WebGL Terrain Flyover Demo
#45Very cool. Are you using occlusion queries for the lens flare sprite? This something I implemented recently in my engine. Eventually I want to do something like this... http://john-chapman-graphics.blogspot.com/2013/02/pseudo-len...
Thank you! I didn't have time to implement image-space occlusion queries, plus I wasn't sure of the level of support they have on mobile hardware (not that this demo will run on anything mobile for the time being :)). I'm shooting a grid of rays through the terrain instead (see relevant screenshots), using various techniques to accelerate that. The result is used for modulating the intensity of both the lens flares l…
also, it would be awesome if you're able to implement highdpi mode http://www.khronos.org/webgl/wiki/HandlingHighDPI
Re: WebGL Terrain Flyover Demo
#46Absolutely fascinating write-up, and the demo is very nice. A quick question of if the code closed-source?
Re: WebGL Terrain Flyover Demo
#47Re: WebGL Terrain Flyover Demo
#48Re: WebGL Terrain Flyover Demo
#49That's cool stuff :) (believe me, I know http://codeflow.org/ )
Thank you! I'm the guy who made it. It's very nice hearing these words from you. I remember checking out your blog many times in the past :)
Don't get me wrong, that's pretty awesome in itself, I've done things like that myself. But I'd like to suggest (or perhaps inquire) why you wouldn't just overlay some html?
Re: WebGL Terrain Flyover Demo
#50edit: 60.1 FPS at 2560x1440 on my desktop (KDE/KWin/Chrome Dev)