A walkthrough of a selection of Tomb Raider III’s rendering techniques, good read! medium.com/@reinigdavid...
And finally, I properly added support for volumetric lights. I ditched the solution using mesh volumes (like shadow volumes) and went with a raymarching based approach.
(I meant "not", ho well)
Next rework was the particle "system".
What existed was a crude hack via a transparent mesh.
I kept the idea of generated a texture containing the particle data for its animation, so it can be sampled without any extra cost.
Now 100% sold on the upscale pass for it yet, but current results are relatively good still. :)
(I support spotlights and my local directional lights only for now.)
Sometimes, it’s interesting to look back into the past. Especially in gaming, where we have graphics hardware capable of processing…