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irrPlanet

Posted: Thu Feb 17, 2011 2:33 am
by zillion42
Hey,

http://www.youtube.com/watch?v=8iMpKDBTQqE
Youtube made me change the soundtrack for Germany

So, if you live in Germany, this is the GEMA free version
German Law sucks
http://www.youtube.com/watch?v=-I6Yo8KG2BQ

I really wasn't sure if I should post here, or back in the Spherical Terrain Thread under code snippets, but then again I thought if I hadn't been working on it but someone else (which would have been nice), I'd be very happy to find it, and the chances are bigger under Project anouncements, besides if anyone feels to optimize it more we would all gain a lot.
Slaine wrote:Download this
http://www.freebasic.net/forum/viewtopic.php?t=3584

It's a FreeBasic Irrlicht wrapper, in the source someone has extended the STerrainSceneNode to STerrainSphereNode, just copy and paste into your project, that should sort your problem out :)
So, basically I didnt do much, the credit should go to whoever made the CTerrainSphereNode in the IrrlichtWrapper for FreeBasic source...
The only thing I did is extending it to use dynamic Meshbuffers and 32 bit Indices to overcome the 65536 Vertices limit and allow 6 x1024*1024 Heightmaps.
You have to be very patient with it, as you can Imagine the 6 terrains are huge and the rendering (except for the CLOD), is far from optimized. On top of that I use 6x2048*2048 px colormaps.

I have 2GB ram here and a 512MB nvidia 8600, I guess, that would be a lower limit, but I dont know, because I havent tried.

It's still a far way to go to get a real chunked spherical ROAM, but a good start.

Free for everyone to download, utilize and improve upon....

http://www.tobi.houfek.de/cubeSphere.zip

Posted: Thu Feb 17, 2011 6:05 am
by netpipe
amazing thanks alot

Posted: Thu Feb 17, 2011 9:51 am
by greenya
Wow! Looks very good.

Posted: Thu Feb 17, 2011 10:54 am
by Mel
Really nice. Why so much planet renderers lately?...

Posted: Thu Feb 17, 2011 11:55 am
by polylux
That looks fantastic! Also like the song. Would be a nice base to do a viz of the solar system (provided there's geodata from all planets). Oh and Pluto, you'll always be a planet for me! ;)

Posted: Thu Feb 17, 2011 5:22 pm
by Escen
Thanks for sharing, been busy on the same subject but never had time to finish, really appreciate your post.

Posted: Fri Feb 18, 2011 2:49 am
by zillion42
Makes me happy you all like it !

I added Mars, with textures, same download link. Also I checked my task manager. Mine goes all the way up to 1.98 GB RAM and then slowly decreases the usage again, however, just make sure you have at least 1.1 GB Free, when launching, and be PATIENT, once loaded I get around 25 fps.

Currently I'm reading myself into BinTriTrees, before I attempt anything Quadtree like. Dynamically loading binary triangle trees and colormap tiles from filesystem seems to be a lot wiser.

Hopefully I'll be able to make smth work.

Enjoy !

Posted: Fri Feb 18, 2011 4:39 am
by lymantok
Hey Zillion, that is amazing! Thanks for sharing!

Posted: Sat Mar 12, 2011 9:27 pm
by Granyte
that thing is great i'm just wondering is there a reason why the software runs only in openGL cause when i switched the source code to d3d9 nothing apear in the window

Posted: Mon Mar 14, 2011 5:37 pm
by christianclavet
I checked the source, it use a shader. If you can figure a way to convert the shader. That should work.

Very nice work!

Re: irrPlanet

Posted: Thu Dec 15, 2011 5:02 pm
by andy-held
Is there a reason why ITerrainSphereNode does not implement ITerrainSceneNode?
Seems pretty similar, any functions that would return unexpected results?
Would be cool, because it would enable using ISceneManager::createTerrainTriangleSeletor with this terrain.