render3d: under a fog wall the volumetric air is marched only to it, SSGI stops where it is solid, and card casters that fill the wall stop rebuilding
The volumetric pass marched 800 m in a fixed number of steps whatever the wall: it now stops at the wall with steps in proportion (at least 8) - 0.57 -> 0.33 ms at 30 m by the pass timers. SSGI skipped only past 900 m; it now also skips past 0.85 of a wall, where the fog is solid (u_ao_far). applyFog samples the fog's colour only where its weight is above zero. A card layer whose casters inside the wall are 80% or more of it (a kilometre's wall) casts from its static list and is not refiltered and re-uploaded every 4 m of camera motion. Fog off: the frame unchanged (0 pixels over 8). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
5b3cfac48e
commit
329439cf61
32 changed files with 36 additions and 14 deletions
|
|
@ -39,6 +39,7 @@ property Layer {
|
|||
fog_buf: int = 0, # the casters inside the fog wall (fog_casters.ludic)
|
||||
fog_n: int = 0,
|
||||
fog_src: int = -1,
|
||||
fog_all: bool = false, # the wall keeps (nearly) all of it: casters from sh_buf, no rebuild
|
||||
fog_wall: float = 0.0,
|
||||
fog_x: float = 0.0,
|
||||
fog_z: float = 0.0,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue