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Precompute multiple layers of procedural cloud noise and aggregate into a 3d texture #25

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GoogleCodeExporter opened this issue Aug 1, 2015 · 0 comments

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Instead of compose the cloud maps per frame in a render to texture step, a 3D 
Texture with multiple slices representing different times could be used instead 
and would massively reduce texture access for cloud rendering.

Original issue reported on code.google.com by costumebrother on 15 Aug 2012 at 4:09

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