@Peris: Thx for testing and nice example. To answer your questions:* padding: can be defined by changing the input value next to the tiny "G" (for grabbing texture size info). Its the padding size value, change that value to lets say 32. The other 2 input textfields are the width and height of the RTT texture size. *…
And this was another one I worked on at the same time with the same tools. 'Phoenix' typo on the intro is the kind of stupid shit we do when we behave like 3D junkies and forsake bed for just another frame, as we stare transfixed at the achingly slow render buckets crawling across our blurred vision as the sun begins to…
Thanks @"Eric Chadwick"! I don't think its a terribly heavy shader. It relies on the smoothstep function and the graphics hardware's internal automatic bilinear filtering. Both of which should be available to OpenGL ES devices. I tested the scene at the "Android" OpenGL ES2 rendering feature level and the distance field…
Hi people, I'm about to properly start work on my first game, but before I do I'm just posting this demo showcasing a few things. The main thing being 3D sphere to triangle collision detection. Also some basic dynamic lighting and fast culling. Regarding culling, this pseudo game level has 54,000 polygons, which represents…