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Latest tweets from @cameni

@anVlad11 There also a video about OSM import progress planned soon, initially the roads.

May 27 2015, 5:06pm

Evaluation of 30m SRTM elevation data in #outerra video

May 27 2015, 4:49pm

@rianflo Yes. Left was a flat spectrum, but it's not what we are using normally, which looks like this

May 15 2015, 1:11am

Tried exponential noise distribution on finer Outerra terrain (coarse is DEM) @nothings @ianparberry

May 9 2015, 11:45am

@g_truc @grahamsellers btw that texture was rendered via sRGB framebuffer, might be different for loaded ones

Apr 16 2015, 5:12am

texelFetch+sRGB textures not converting to linear on AMD (unlike texture())? Am I missing something from GL spec? @grahamsellers @g_truc

Apr 16 2015, 5:06am

Nvidia "GTA5" driver in Outerra: FPS high, but objects fade in up close. Somebody optimized too much @nvidia #outerra

Apr 14 2015, 10:59am

@g_truc changing wglSwapBuffers asm. Btw we are restoring all mods there, these overlays often cause us crashes (w separate renderer thread)

Mar 23 2015, 8:51am

@PierreTerdiman 2013, oldest 2010.

Mar 17 2015, 8:20am

@g_truc Yeah we stopped using srgb framebuffers for that mess and do the conversions manually

Feb 27 2015, 1:48am

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Indie Devs

Indie Devs

Hobbies & Interests group with 1,211 members, open to all members

A group dedicated to indie and standalone game development.



Developer with 2 members, must apply to join

Creating planetary engine capable to render Earth and other planets, using real elevation and land class data in combination with fractal refinement algorithms...

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