Closed reworks-org closed 11 months ago
Place into shader buckets, sorted by process (works in hand with deffered rendering) then in each bucket sort by material do this in parallell https://blog.molecular-matters.com/2014/12/16/stateless-layered-multi-threaded-rendering-part-3-api-design-details/
https://github.com/flingengine/FlingEngine https://github.com/EQMG/Acid https://github.com/jmorton06/Lumos https://github.com/TheCherno/Hazel https://github.com/nem0/LumixEngine https://www.redblobgames.com/maps/terrain-from-noise/ https://www.youtube.com/playlist?list=PLRL3Z3lpLmH3PNGZuDNf2WXnLTHpN9hXy https://www.youtube.com/playlist?list=PLRIWtICgwaX2tKWCxdeB7Wv_rTET9JtWW https://www.youtube.com/playlist?list=PLRIWtICgwaX23jiqVByUs0bqhnalNTNZh https://www.youtube.com/playlist?list=PLRIWtICgwaX0u7Rf9zkZhLoLuZVfUksDP https://gamedev.stackexchange.com/questions/70096/what-is-the-role-of-tessellation-in-terrain https://github.com/gasgiant/FFT-Ocean https://github.com/MadEqua/opengl-terrain-demo https://old.reddit.com/r/blenderhelp/comments/n62qdc/how_do_i_convert_a_models_texture_coords_to_be_in/ https://www.google.com/search?client=firefox-b-d&q=terrain+tesselation+tutorial https://github.com/ebruneton/precomputed_atmospheric_scattering https://github.com/carbonsunsu/CarbonRender
Existing bugs in archiveed code: Model loader needs to determine to use height or normals for assimp normal maps. Model Loader needs to support texture coords outside of [0, 1].