GL shadowing
Posted: 19.11.2007, 13:12
Chris, here is a basic comparison between some real time OGL rendering; 2 are from 3D softs from the main viewpoint (real time window), the rest is a sequence within Celestia.
We can see how within Celestia, a lowres dish get some poly artifacts depending the light direction. The problem is that this kind of artifacts are almost (soft B) or never (soft A) visible in other apps (I've tested 2 more app). So the question is if this part of the rendering can be improved.
Actually of course the only way to eliminate these shadowing artifacts is to increase greatly the number of poly, but clearly it's not a very cool option if one need the smaller possible poly count...
We can see how within Celestia, a lowres dish get some poly artifacts depending the light direction. The problem is that this kind of artifacts are almost (soft B) or never (soft A) visible in other apps (I've tested 2 more app). So the question is if this part of the rendering can be improved.
Actually of course the only way to eliminate these shadowing artifacts is to increase greatly the number of poly, but clearly it's not a very cool option if one need the smaller possible poly count...