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Simple ambient occlusion

yvt edited this page Aug 25, 2013 · 2 revisions

During rendering a terrain, OpenSpades does a simple ambient occlusion in any configurations (and this cannot be disabled).

This is done by checking the existence of the neighbouring blocks, and multiplying the pre-computed AO texture to an ambient light term.

Problem

This only considers the nearest blocks; farther blocks are not considered at all. This makes the computation much faster, but makes this unsuitable to simulate the shadow of sky light.

Setting r_radiosity to 1 enables ray-traced Ambient Occlusion to overcome this problem.