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The short answer is: yes, it is possible, but since the projection you desire is nonlinear, you must do one of two things: Subdivide the geometry finely and implement the projection math in the vertex shader (or domain shader if using hardware tessellation), or Render a standard environment map (e.g. cubemap) first and then resample it to the desired ...


6

In practice, even when a scene is built to minimise problems, a 360-degree-FOV camera tends to introduce so much distortion in some directions that its results are useless for most purposes. If you want to avoid the expense of rendering a full texture cube, you can get a similar effect by using dual paraboloid environment maps, in which you render two ...


3

I think you could look at how the Infinity Engine (now I-Novae Engine) solved this issue. (Unfortunately I can not find the blog post anymore.) First the engine maintains multiple levels of resolution, depending object importance. For the outermost scale it uses 128 bit floating points, which is enough to model the solar system reliably at meter scale. (I ...


2

You need to enable some kind of z-buffering: first render unobstructed units, then buildings, then units that are obstructed (complete or just partially) by buildings and then the ground. If you render them in this order make sure no pixel is overwritten: do not draw over a pixel that has already been drawn, else only the terrain will render. Flush the ...



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