fast planet rendering
fast planet rendering
Hi,
i'm currently writing an algo which let the display in real time of an entire planet. The algo i'm using is based on CLOD, the original mesh is composed of an icosahedron (i hope it's the right name). Each triangle owned a seed number required to generate the proprieties of the child triangles (4 chils for a parent). I'd like join some screenshot but i don't know how. Somebody can tell me how ?[/img]
i'm currently writing an algo which let the display in real time of an entire planet. The algo i'm using is based on CLOD, the original mesh is composed of an icosahedron (i hope it's the right name). Each triangle owned a seed number required to generate the proprieties of the child triangles (4 chils for a parent). I'd like join some screenshot but i don't know how. Somebody can tell me how ?[/img]
Re: fast planet rendering
This way:Tarzan02 wrote:I'd like join some screenshot but i don't know how. Somebody can tell me how ?[/img]
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[img]http://www.site.com/my_screenshot.jpg[/img]
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Re: yepee
Any screens?Tarzan02 wrote:OK, now my vessel can land on a planet. The procedure is general enough to let other vessel (Non player vessel) to land on any other planet of the system
FlyingIsFun1217

screenshot
ASAP i've a site, i will post some screenshot...
my first screenshot
on this URL, you can see a landing on a satellite from a gaz giant.
more screenshot to follow
http://irrlichtelite.blogspot.com/
more screenshot to follow
http://irrlichtelite.blogspot.com/
Problem with color
As you can see, effectively the colors generated are not so good. I'm looking for the possibility to generate only some realistics colors (probably based on the constitution of the atmosphere ex: methane or oxygen etc...) and when planets are created, generating a number which point on the color corresponding to the constitution.
The next step will be to generate the texture for the planet completely with a textural procedure => no need to store any texture.
When the planetary engine will be ready, i could share the source to enhance the capacity with some help.
Today, i'll try to produce some screenshot which show the triangles of the mesh and you could see the CLOD in action...
The next step will be to generate the texture for the planet completely with a textural procedure => no need to store any texture.
When the planetary engine will be ready, i could share the source to enhance the capacity with some help.
Today, i'll try to produce some screenshot which show the triangles of the mesh and you could see the CLOD in action...
Re: Problem with color
how you will generate realistic texture without storing it somewhere? its hard for me to imagine generation of oceans, lands... or maybe you menat one color texture?Tarzan02 wrote:The next step will be to generate the texture for the planet completely with a textural procedure => no need to store any texture.
Re: Problem with color
I've tried to completly generate texture of brick and mortar for a simple triangle, all that in a pixel shader (so no need texture storage) => it's ok. Of course a planetary texture is not so simple but the method is the same. I must research again for that. I'll give all the method used in this dev. If somebody wants help me he will be welcome..roxaz wrote:how you will generate realistic texture without storing it somewhere? its hard for me to imagine generation of oceans, lands... or maybe you menat one color texture?Tarzan02 wrote:The next step will be to generate the texture for the planet completely with a textural procedure => no need to store any texture.
New generation of color
I've refund the generation of the atmosphere color and the star color =>it seems more nice. Some screenshot to follow