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Posted: Tue Jul 27, 2004 12:15 am
by Asterisk Man
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?
Posted: Tue Jul 27, 2004 11:00 am
by Peter Müller
no, but still very interessted!
Posted: Tue Jul 27, 2004 11:14 am
by bal
Peter Müller wrote:no, but still very interessted!
Me too. When are you going to release the source
![Smile :)](./images/smilies/icon_smile.gif)
?
Posted: Fri Jul 30, 2004 8:41 am
by jordanXXX
Posted: Fri Jul 30, 2004 8:44 am
by Peter Müller
Let him take his time to finish.
Posted: Sun Aug 01, 2004 9:47 am
by zola -
Asterisk 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.
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 Irrlicht
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
![Wink :wink:](./images/smilies/icon_wink.gif)
Posted: Thu Sep 09, 2004 4:58 pm
by bal
Damned, this isn't going nowhere, is it?
Posted: Thu Sep 09, 2004 8:14 pm
by Peter Müller
I hope not
![Sad :(](./images/smilies/icon_sad.gif)
Posted: Fri Sep 10, 2004 9:41 am
by knightoflight
btw: i got a mail from a guy (from Drexel Uni USA), he wrote he works at a terrain engine for irrlicht, if i could help. I wrote back: Yes, how can i help?
No answer. Sometimes its absurdly...
Posted: Mon Oct 04, 2004 8:54 pm
by Guest
Ping...
any news?
Posted: Mon Oct 04, 2004 9:50 pm
by LordNaikon
pong...
seems to be not
Posted: Tue Oct 05, 2004 12:28 pm
by knightoflight
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
Posted: Thu Oct 14, 2004 4:09 pm
by knightoflight
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 "
Posted: Sun Oct 17, 2004 11:29 am
by knightoflight
the v0.2 of the FaceOfMars-Demo for terrainengine libmini with Irrlicht is online (with source).
Look in the "FAQs and Howto"-section of the forum for
"How to use the terrain engine libmini with Irrlicht "
heh
Posted: Tue Oct 26, 2004 6:17 am
by Voltare1
i'm gettin from 168-206 fps depending on whether i'm diving at the terrain , or "walking" on it....very nice!
btw-----2.8ghz p4, 512 mb , geforce 5200 128mb .............