This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Based on feedback from ChemicalR I'm cross posting all the things I've bookmarked in reguards to planet rendering here in the code forums. | |
[url=http://www.gamasutra.com/view/feature/3098/a_realtime_procedural_universe_.php]Sean O'Neil[/url]'s 4 2001 part series is considered a foundation for realistic large scale (planets on up) rendering. Most of these methods are now obsolete and replaced with faster methods and gpu shaders. His [url=http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html]atmospheric scattering[/url]method is still used often due to its relative simplicity, but it only produces earth atmospheres. | |
[url=http://acko.net/blog/making-worlds-1-of-spheres-and-cubes/]Steven Wittens[/url] 2009 multipart series is frequently linked to as I've searched for best practices in creating planets using modern methods. It is based on a cube with mesh texture and normalizes the vertex points into a sphere. The advantage to this method is that conventional terrain LOD methods, often used in first |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
wget -c --no-cookies --no-check-certificate --header "Cookie: oraclelicense=accept-securebackup-cookie" https://download.oracle.com/otn-pub/java/jdk/12.0.2+10/e482c34c86bd4bf8b56c0b35558996b9/jdk-12.0.2_linux-x64_bin.tar.gz |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include <windows.h> | |
#include <iostream> | |
#include "ntddk.h" | |
bool enum_processes() | |
{ | |
ULONG retLen = 0; | |
// check length: |