fast planet rendering
@Memorial76:
Merci pour votre message, la version actuelle est vraiment en alpha, je ne suis pas un tres grand artiste en graphique, c'est pourquoi le jeu peut sembler pas très joli, je m'attache pour l'instant au gameplay et aux performances (dans falcon4 j'appréciais les impressions de vitesse, etc...). Dans mon jeu les vols à basses altitudes sur les planètes sont assez réussit mais il faut méliorer les shaders utilisés (c'est la prochaine étape après l'instant action).
@all people:
I've found a bug in the uv texturing of the planet (there is distorsion near the pole), i must choose the global uv texturing in blender (before i used a uv textureing in the map into field). I regenere a new mesh for the planet today (sunday)
I'm a fan of perry rhodan, i'm trying to create a empire class cruiser in blender, i've found a nice script (discombobulator) which add some detail to a mesh, i will use it for my city too.
Merci pour votre message, la version actuelle est vraiment en alpha, je ne suis pas un tres grand artiste en graphique, c'est pourquoi le jeu peut sembler pas très joli, je m'attache pour l'instant au gameplay et aux performances (dans falcon4 j'appréciais les impressions de vitesse, etc...). Dans mon jeu les vols à basses altitudes sur les planètes sont assez réussit mais il faut méliorer les shaders utilisés (c'est la prochaine étape après l'instant action).
@all people:
I've found a bug in the uv texturing of the planet (there is distorsion near the pole), i must choose the global uv texturing in blender (before i used a uv textureing in the map into field). I regenere a new mesh for the planet today (sunday)
I'm a fan of perry rhodan, i'm trying to create a empire class cruiser in blender, i've found a nice script (discombobulator) which add some detail to a mesh, i will use it for my city too.
Thanks for recognizing my work
I'm sorry that I wasn't able to put up a stand alone app using the LOD system. There are currently many connections to other parts of our code base, so that it could not be easily separated. And as we are currently working towards a release (both the yass project and at work), there is no time for that. But as soon as I manage to get something like that working, the Irrlicht community will be the first to know.
Anyway, in case any of you interested in terrain LOD have missed this site, offering quite a big overview of this topic, here it is: vterrain.org
I'm sorry that I wasn't able to put up a stand alone app using the LOD system. There are currently many connections to other parts of our code base, so that it could not be easily separated. And as we are currently working towards a release (both the yass project and at work), there is no time for that. But as soon as I manage to get something like that working, the Irrlicht community will be the first to know.
Anyway, in case any of you interested in terrain LOD have missed this site, offering quite a big overview of this topic, here it is: vterrain.org
YASS - Yet another Space Shooter
under Devolpment, see http://yass-engine.de
under Devolpment, see http://yass-engine.de
Today:
Solve a stuterring problem in the elapsed time calculation. Sometime my rendering was blocked during some ms (it was perceptible), i've solved it in calculating elapsed average here is the code in the main loop (if it can help someone):
time2=m_Timer->getRealTime()-time1;
time1=m_Timer->getRealTime();
if (AverageCurrent==MAXAVERAGEELAPSED)
{
// Replace the first value
AverageCurrent=0;
}
AverageElapsed[AverageCurrent++]=(float)time2;
// init the average elapsed
felapsedTime=0.0f;
for (int i=0;i<MAXAVERAGEELAPSED;i++)
{
// Compute the total elapsed time
felapsedTime+=AverageElapsed/1000.0f;
}
// Take the average
felapsedTime/=MAXAVERAGEELAPSED;
MAXAVERAGEELAPSED is 15 in my case
AverageElapsed is an array of float (size= MAXAVERAGEELAPSED) init to 0.0f so at the very beginning the average is not correct (only during the first 15 rendering frame)
Actually working on rendering city an planet (made with blender and the discombubator script)
@MasterD:
I don't understand your message (my english is poor), if i made a mistake i'm sorry, what means "thank's for recognizing my works" ?
Solve a stuterring problem in the elapsed time calculation. Sometime my rendering was blocked during some ms (it was perceptible), i've solved it in calculating elapsed average here is the code in the main loop (if it can help someone):
time2=m_Timer->getRealTime()-time1;
time1=m_Timer->getRealTime();
if (AverageCurrent==MAXAVERAGEELAPSED)
{
// Replace the first value
AverageCurrent=0;
}
AverageElapsed[AverageCurrent++]=(float)time2;
// init the average elapsed
felapsedTime=0.0f;
for (int i=0;i<MAXAVERAGEELAPSED;i++)
{
// Compute the total elapsed time
felapsedTime+=AverageElapsed/1000.0f;
}
// Take the average
felapsedTime/=MAXAVERAGEELAPSED;
MAXAVERAGEELAPSED is 15 in my case
AverageElapsed is an array of float (size= MAXAVERAGEELAPSED) init to 0.0f so at the very beginning the average is not correct (only during the first 15 rendering frame)
Actually working on rendering city an planet (made with blender and the discombubator script)
@MasterD:
I don't understand your message (my english is poor), if i made a mistake i'm sorry, what means "thank's for recognizing my works" ?
@Tarzan02: I'm not sure, if this is native english speaking, but I'm just happy, that some people actually look at my work (in detail, as it seems). I was referring to that small discussion a few days ago between lymantok / zillion42, who mentioned it. Maybe I should've added an @someone, to have made it clearer.
YASS - Yet another Space Shooter
under Devolpment, see http://yass-engine.de
under Devolpment, see http://yass-engine.de
@Tarzan02: I'm not sure, if this was native english speaking, but I'm just happy, that some people actually look at my work (in detail, as it seems). I was referring to that small discussion a few days ago between lymantok / zillion42, who mentioned it. Maybe I should've added an @someone, to have made it clearer. Anyway, one important thing I missed last time posting:
Great project, keep up the good work
Great project, keep up the good work
YASS - Yet another Space Shooter
under Devolpment, see http://yass-engine.de
under Devolpment, see http://yass-engine.de
@MasterD
No problem. Great job on your project. Eagerly awaiting your next demo! Thanks for the vterrain link too. It would be great if you get the time to do an example program for Irrlicht from your LOD work!
@Tarzan02
Great screen shots. Are you making a new demo release soon too? How did you get that city? Is it a collection of building objects or a single object? What's the discombobuator?
No problem. Great job on your project. Eagerly awaiting your next demo! Thanks for the vterrain link too. It would be great if you get the time to do an example program for Irrlicht from your LOD work!
@Tarzan02
Great screen shots. Are you making a new demo release soon too? How did you get that city? Is it a collection of building objects or a single object? What's the discombobuator?
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either you have to sit and wait for it all to upload since it is so big and upload speeds are probably small. Or the connection may time out during the transfer. I don't know how sourceforge works so I can't give a good solution. I would try uploading and just waiting if it just sits there a while go make some lunch and go for a jog or something
Last edited by Insomniacp on Sat May 01, 2010 5:15 pm, edited 1 time in total.
You could create a torrent and seed it and others will seed hopefully to
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!