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Absolute positioning with Oculus Rift development kit 5 Aug 2013 | 12:02 am

After incorporating support for Oculus Rift into our Outerra tech demo (see the Outerra + Oculus Rift Test 2 - MiG 29 flight video), I've been pondering about a possibility to add absolute positional ...

Hacking AMD OpenGL drivers 20 Jul 2013 | 01:05 am

Even though the logarithmic depth buffer technique works pretty nicely, it has several problems that make it's use problematic in some cases. If you use just the vertex shader modification, you can ge...

Logarithmic depth buffer optimizations & fixes 18 Jul 2013 | 11:58 pm

An updated logarithmic depth equation (vertex shader): //assuming gl_Position was already computed gl_Position.z = log2(max(1e-6, 1.0 + gl_Position.w)) * Fcoef - 1.0; Where Fcoef is a consta...

Craters 28 Mar 2013 | 12:28 am

Terrain generator in Outerra contains a vector stage that can be used to overlay procedural geometry over the generated terrain. It's used, for example, to create the spline-based roads that seamlessl...

Maximizing Depth Buffer Range and Precision 29 Nov 2012 | 02:28 am

Common depth buffer setups used in 3D graphics hardware to this day are woefully inadequate for the task. One can easily get artifacts known as z-fighting even with relatively limited scene depth rang...

View Frustum Culling of Sphere-mapped Terrain 17 Nov 2012 | 07:05 pm

View frustum culling is quite important part of any 3D engine, more so of engines focusing on a large scale terrain rendering. For objects we are using a variant of “p/n vertex” approach for culling o...

OpenGL Notes #2: Texture bind performance 16 Nov 2012 | 01:15 am

Some time ago we encountered a strange performance slowdown in our object renderer on NVIDIA hardware. I didn't have mesh sorting by material id implemented yet; I knew that this could be issue but I ...

Importing models and basic scripting in Outerra 13 Nov 2012 | 05:35 pm

Latest versions of Anteworld have brought support for model import and basic scripting of aircraft and vehicle physics. Outerra supports only the Collada format at the moment, but support for FBX will...

Geotagging and Outerra 3 Aug 2012 | 01:52 am

In the recent unstable build of Anteworld we have implemented a feature that was on our mind for some time already - embedding positional information into the screenshots. Anteworld (and the Outerra e...

OpenGL Insights book 25 Jul 2012 | 04:14 pm

OpenGL Insights book web page has gone live and is available for preorders. We have contributed two chapters to it, Laco "Angrypig" Hrabcak co-wrote the Asynchronous Buffer Transfers chapter (togethe...

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