New terrain scene node
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It's not, I've just been away for a while
I've been redoing the data structure holding the vertex data, but I can't seem to find a feasible option to a having huge vertex buffer, and giving each quad tree node to have only pointers to the vertex data.
I've been toying with the idea of implementing geometry clipmaps instead of dynamic tessellation, any thoughts or preferences on that?
I've been redoing the data structure holding the vertex data, but I can't seem to find a feasible option to a having huge vertex buffer, and giving each quad tree node to have only pointers to the vertex data.
I've been toying with the idea of implementing geometry clipmaps instead of dynamic tessellation, any thoughts or preferences on that?
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no, but still very interessted!
http://www.games-forge.de - Die Community für Nachwuchsprogrammierer
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Let him take his time to finish.
http://www.games-forge.de - Die Community für Nachwuchsprogrammierer
Did You take a look at saigumis seamless world tutorial? Maybe this could give You some ideas. I'd like to see a PageingLandscape in IrrlichtAsterisk Man wrote: I've been redoing the data structure holding the vertex data, but I can't seem to find a feasible option to a having huge vertex buffer, and giving each quad tree node to have only pointers to the vertex data.
Asterisk Man wrote: I've been toying with the idea of implementing geometry clipmaps instead of dynamic tessellation, any thoughts or preferences on that?
What are geometry clipmaps?
Looking forward to see some screenshots
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yes the last lifesign was in June...
If its dead, why dont we make it together (with the same licence like Irrlicht) ?
First we would have to decide which algorithm:
http://vterrain.org/LOD/Papers/index.html
And we would need someone who hosts the project probably with a CVS.
I would like to help
If its dead, why dont we make it together (with the same licence like Irrlicht) ?
First we would have to decide which algorithm:
http://vterrain.org/LOD/Papers/index.html
And we would need someone who hosts the project probably with a CVS.
I would like to help
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i searched for a good terrain-engine on http://vterrain.org,
i found Stefan Roettgers terrainengine libmini. vterrain.org says:
"libMini by Stefan Röttger - implements his paper Real-Time Generation of Continuous Levels of Detail for Height Fields
LGPL source, highly optimized, 5 bytes/heixel, very fast"
I translate it with: " Quick and Cool !".
Normally it draws with OPENGL, but it also has a stubengine inside, where the user
has to write some interface-functions and the user can draw with other things.
I wrote the interface for Irrlicht.
Look in the "FAQs and Howto"-section of the forum for
"How to use the terrain engine libmini with Irrlicht "
i found Stefan Roettgers terrainengine libmini. vterrain.org says:
"libMini by Stefan Röttger - implements his paper Real-Time Generation of Continuous Levels of Detail for Height Fields
LGPL source, highly optimized, 5 bytes/heixel, very fast"
I translate it with: " Quick and Cool !".
Normally it draws with OPENGL, but it also has a stubengine inside, where the user
has to write some interface-functions and the user can draw with other things.
I wrote the interface for Irrlicht.
Look in the "FAQs and Howto"-section of the forum for
"How to use the terrain engine libmini with Irrlicht "
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