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Submitted by Joe Bertolami, posted on November 07, 2001

Image Description, by Joe Bertolami

This image is a composite of several screenshots taken from my 'Project X' 3D engine. The upper left screenshot shows my radiosity renderer, which is currently aimed towards bringing radiosity quality imaging to realtime environments by progressively degrading the quality until a suitable fps is found (on-the-fly). The upper right screenshot shows off the engine's terrain system wrapped with a skydome. Eventually this system will be aimed towards being immersive as possible for the gamer. The center image is simply the volumetric fog effect in the engine. The lower left image shows the shadowing system, accomplished through a combination of static/dynamic lightmapping, per-pixel lighting, projective texturing, and stencilled shadows. The image to the lower right shows off the particle engine, which makes use of the physics engine, and the reflection system which can be used to set the reflectivity of any object without the extra overhead normally created by using a stencil buffer to accomplish the same effect.

Thats about it for the description, my website is at, I hope you like it! :)

Image of the Day Gallery


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Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
Warren Marshall

November 08, 2001, 02:17 PM

Yeah, the view is great from your mothers room. ;)


November 08, 2001, 03:05 PM

Well, the way I did it was to set the camera as the source, and then I played with the regisiter combiners to basically do the opposite of what they were currently doing. ie: He was giving more intensity at the source and fading off. What I did was have the intensity set to 0 at the source, and ramp up as the distance grew. I think all that entailed was changing a GL_INVERT to a GL_IDENTITY, but I cant remember off the top of my head. It worked well for me, but I'm no real expert on fog, so I'm not sure if it's the way to go or not.

The other way that I know of to do fog is to just have a highly tesselated volume and find the color at each vertex, which is what I did for my IOTD back in Februaury (Feb 15th If you want to take a look)

Hope that helps.


November 08, 2001, 03:34 PM


Joe Bertolami

November 08, 2001, 10:20 PM

Actually you guessed it, the pillar is floating above the ground :)


April 26, 2002, 09:33 AM

I like the partical effects on the bottom right shot :)

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