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Popular pages
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Outerra: Importing models and basic scripting in Outerra
Outerra tech blog.
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Outerra: Logarithmic depth buffer optimizations & fixes
Thursday, July 18, 2013 An updated logarithmic depth equation (vertex shader): //assuming gl_Position was already computed gl_Position.z = log2(max(1e-6, 1.0 + gl_Position.w)) * Fcoef - 1....
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Outerra: A new terrain mapper tool
Wednesday, April 13, 2011 A new terrain mapper tool Our old terrain mapping and compression tool has been recently replaced by a new one, developed from scratch. The old tool has been the only piec...
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Outerra: OpenGL rendering performance test #1 - Procedural grass
Sunday, January 31, 2016 OpenGL rendering performance test #1 - Procedural grass This is the first of several OpenGL rendering performance tests done to determine the best strategy for rendering of ...
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Outerra: Procedural grass rendering
Sunday, May 27, 2012 Grass distance 45m; 400k+ blades of grass Procedural grass in Outerra is rendered in two stages. The first stage generates just a grass canopy, a height mask that produces the ov...
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Outerra: Outerra Tech Demo released!
1GB GPU memory Limitations of current alpha state of the technology This alpha release comes out to show the potential of the engine, but it still lacks many features commonly found in other engine...