-
```
Ogre 1.7 has screen space ambient occlusion (SSOA) example. It would be good
to create a similar example in GameKit.
Also, might be good looking into this one (see attached)
http://blenderarti…
-
```
Ogre 1.7 has screen space ambient occlusion (SSOA) example. It would be good
to create a similar example in GameKit.
Also, might be good looking into this one (see attached)
http://blenderarti…
-
```
Ogre 1.7 has screen space ambient occlusion (SSOA) example. It would be good
to create a similar example in GameKit.
Also, might be good looking into this one (see attached)
http://blenderarti…
-
![parallax-mapping](https://user-images.githubusercontent.com/15644824/129981020-33fba3a7-265d-4cd6-916d-90cc73428d25.jpg)
Parallax Occlusion is an important feature for all surfaces from hard su…
-
```
Ogre 1.7 has screen space ambient occlusion (SSOA) example. It would be good
to create a similar example in GameKit.
Also, might be good looking into this one (see attached)
http://blenderarti…
-
Godot's depth parallax is really terrible. However there are alternative glsl algorithms that might offer superior results
https://github.com/piellardj/parallax-mapping
https://learnopengl.com/A…
-
```
Ogre 1.7 has screen space ambient occlusion (SSOA) example. It would be good
to create a similar example in GameKit.
Also, might be good looking into this one (see attached)
http://blenderarti…
-
```
Ogre 1.7 has screen space ambient occlusion (SSOA) example. It would be good
to create a similar example in GameKit.
Also, might be good looking into this one (see attached)
http://blenderarti…
-
```
Ogre 1.7 has screen space ambient occlusion (SSOA) example. It would be good
to create a similar example in GameKit.
Also, might be good looking into this one (see attached)
http://blenderarti…
-
```
Ogre 1.7 has screen space ambient occlusion (SSOA) example. It would be good
to create a similar example in GameKit.
Also, might be good looking into this one (see attached)
http://blenderarti…