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Re:Rendering large terrains by soup10 on Monday March 10, 2014 @05:12AM (#7371942)
Cool demo and writeup. Why's is it so sparkly though?
Re:Rendering large terrains by pheelicks on Monday March 10, 2014 @06:41AM (#7372218)
There's a specular light positioned above the terrain, which adds the sparkle (light3 in https://github.com/felixpalmer/lod-terrain/blob/master/js/sh...). If you want to play around with changing the light etc, you can use Mozilla's awesome in-browser GLSL editor (currently in FF beta): https://hacks.mozilla.org/2013/11/live-editing-webgl-shaders...
Re:Rendering large terrains by ginko on Monday March 10, 2014 @05:32AM (#7372000)
Probably aliasing due to undersampling.

Terrain rendering is probably one of the things where GPU-based raymarching really is an option nowadays.

http://iquilezles.org/www/articles/terrainmarching/terrainma...

Re:Rendering large terrains by ttctciyf on Monday March 10, 2014 @07:37AM (#7372367)
Probably is - I was astonished when I first saw this raymarched procedural terrain at shadertoy: https://www.shadertoy.com/view/4slGD4
Re:Rendering large terrains by deletes on Monday March 10, 2014 @08:32AM (#7372540)
::rant:: Crashed firefox( latest version ); tried chrome, loads forever and then doesn't work. For whom is this made, if it doesn't work on my i5 with a decent gpu?
Re:Rendering large terrains by ttctciyf on Monday March 10, 2014 @12:15PM (#7373766)
Mac users? :) Sorry!

Runs ok (well, 12fps!) here on firefox on an iMac. Just black on my centOS laptop with intel graphics, I admit, but loads of gl things don't run on that.