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Simple ambient occlusion
During rendering a terrain, OpenSpades does a simple ambient occlusion in any configurations (and this cannot be disabled).
This is done by checking the existence of the neighbouring blocks, and multiplying the pre-computed AO texture to an ambient light term.
This only considers the nearest blocks; farther blocks are not considered at all. This makes the computation much faster, but makes this unsuitable to simulate the shadow of sky light.
Setting r_radiosity
to 1
enables ray-traced Ambient Occlusion to overcome this problem.
This wiki is in the middle of an update process to match the latest changes of OpenSpades 0.1.2
It may contain outdated, incorrect or incomplete information.
Please contact the repository owner (@yvt) via email or ask a question in the issue tracker if there is any obscure information you are looking for that can't be found in neither the source code nor in this wiki.