This is a new screenshot of my 3d planet simulation. There are a lot of improvements since the last blog update, but I’ll try to explain it in the next blog entries…
I've added real-time reprojection cache to the engine. For SSAO looks like a winner technique because it uses expensive shader. Red pixels aren't re-computed because...read more →
One of the best things that I love in openGL due to performance is to draw using GL_POINTS instead standard triangles or lines, because it's...read more →