It's pretty simple to implement, you only need to project rays coming out of screen fragments in Bresenham's line algorithm.
For integration with OpenGL, we might read depth texture that comes after space pass, so that we know which fragments to writable for terrain. Then stream resulted texture to a screen quad to draw.
Outcast-like: 
It's pretty simple to implement, you only need to project rays coming out of screen fragments in Bresenham's line algorithm.
For integration with OpenGL, we might read depth texture that comes after `space` pass, so that we know which fragments to writable for terrain. Then stream resulted texture to a screen quad to draw.
Blocking a user prevents them from interacting with repositories, such as opening or commenting on pull requests or issues. Learn more about blocking a user.
Outcast-like:
It's pretty simple to implement, you only need to project rays coming out of screen fragments in Bresenham's line algorithm.
For integration with OpenGL, we might read depth texture that comes after
spacepass, so that we know which fragments to writable for terrain. Then stream resulted texture to a screen quad to draw.