Hey, I got volumetric ray casting to work in Blender Game Engine. The shader is fully done in GLSL, including front&back face calculation in single pass and 2D texture conversion to texture3D, so it should be reeaally easy to implement in every OpenGL supporting engine.
The blend. file is here:
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volume texture:
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glsl fragment shader: (might crash on ATI/AMD gpu`s. debugging in progress..)
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screenshots taken in BGE (click on the thumbnails to see them full-sized) :
different opacity values
simple sample dithering
link on first image is failing, should be..... http://1.bp.blogspot.com/-Ak2yRmLKVqg/TkAJKfpxqkI/AAAAAAAAAQA/qsrV9-DmylY/s1600/raycastingBGE.jpg ... i think...
ReplyDeleteHey thanks! fixed it.
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