how to implement thunder and cloudy effect on opengles2.0 ?

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fla666
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how to implement thunder and cloudy effect on opengles2.0 ?

Post by fla666 »

i have port skyx to android 4.2,but unfourtunately,opengles 2.0 don't support sampler3d yet,so i can't implement the Volume clouds and thunder effect of skyx on android,could somebody give some advice about how to implement thunder and cloudy effect without using sampler3d ? thanks a lot
frostbyte
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Re: how to implement thunder and cloudy effect on opengles2.

Post by frostbyte »

https://www.khronos.org/registry/gles/e ... ure_3D.txt
supported on some android devices http://stackoverflow.com/questions/3881 ... id-devices
maybe IOS 5,6???
any way you may be better off posting this in the "mobile device" forum thread...
or skyx/hydrax addons forum thread http://www.ogre3d.org/addonforums/viewf ... 1b03bf2ad3
or you can try other libs( Ogre-Caelum )- but my guess is that you want skyx with its volumatric clouds...( sounds heavy for mobile.... )
the woods are lovely dark and deep
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..

coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
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c6burns
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Re: how to implement thunder and cloudy effect on opengles2.

Post by c6burns »

I have a scene that uses particle effects to give a decent cloud cover layer than you can fly through. It's based on the fog of war example particle effect in one of the particle universe media packs (or maybe it comes with the editor ... not sure).

Another way is to rewrite the skyx shaders to read a set of 2d atlas textures as a 3d texture. It's probably slow as shit but I know it's been done before:
http://ogre3d.org/forums/viewtopic.php? ... 00#p479732

Basically, any volumetric rendering technique is going to kill your mobile gpu. Maybe in a year or two it will be realistic.
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