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Finely rendered spheres

shaping
Registered User
Quote
2012-01-22 02:08:05

Hi everyone.

Can anyone suggest a way to produce a very finely rendered sphere? I need extremely good-looking spheres--no Jaggies and as much antialiasing as possible.

I'm evaluating CopperLicht, DX Studio, Leadwerks, and Abyssal, UDK, and Cryengine 3, and trying to choose one based largely on this one rendering situation, and, in general, on how easy the environment is to use.

I need (and prefer) to code (I'll need an editor later, though) because the application is a math-model spread across several dozen classes.

I will deploy the simulation on a web page. No user interaction is required directly in the scene at this early stage. A video will be adequate, but I prefer to use WebGL if its performance is adequate.

Suggestions are welcome.


shaping
Registered User
Quote
2012-01-29 00:47:33

Hi again.

Does the lack of response mean that CopperLicht has no way of rendering a good looking sphere? In a fixed-function pipeline this would be done with a quadric. How do we do it now with a shader? A high-frequency icosahedron or geodesic surface might be good. A stacked or sliced model might also work. The look need not be as good as a POV-ray rendering, but should be very smooth. Is this possible with CopperLicht?


niko
Moderator
Quote
2012-01-29 06:28:42

Well, you can create a shpere in CopperCube and publish it to CopperLicht. But if you want to purely use CopperLicht, you probably need to write some code to generate the geometry yourself, and depending on how you want it to look like, maybe also the shader.


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