johann-gambolputty / robotbastards

Automatically exported from code.google.com/p/robotbastards
0 stars 0 forks source link

Procedural starfield #136

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
Procedural starfield. Possible (semi-procedural) solution: Layers of
repeated sparse noise texture. Threshold texel samples to sharpen stars.

Original issue reported on code.google.com by fishy.co...@googlemail.com on 3 Oct 2008 at 9:18

GoogleCodeExporter commented 8 years ago
Use offline process to generate starfields. Use pre-warped texture coordinate 
cube
map lookup to correct for distortions.
See here for intro:
http://www.ogre3d.org/index.php?option=com_content&task=blogcategory&id=0&Itemid
=97&limit=14&limitstart=364

Original comment by fishy.co...@googlemail.com on 16 Oct 2008 at 10:50

GoogleCodeExporter commented 8 years ago
Test pre-warping with checkerboard cube-map. Requires minimal change to data and
starfield renderer. 

Original comment by fishy.co...@googlemail.com on 30 Oct 2008 at 11:20