Re: [Algorithms] Tangential Curvature of terrain
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From: Klaus H. <k_h...@os...> - 2000-08-22 23:39:14
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Pierre, I think it's better if you look for yourself, because people tend to show the nicest screenshot they can find, and so do I :) (Win95/98/2K, 108 KB) http://www.thecore.de/TheCore/gdhighlands.zip Some instructions... First run the program Highlands.exe. It'll then take a while before you see some terrain, because the program needs to generate the height field and textures. If you have enough video memory, then try to maximize the window now, because that looks better... after all you want to judge the quality of the texture, and not of quality of the LOD algorithm. So it doesn't matter if things run a bit slower. Now press and hold the <4> key, until the status bar at the top reads "MRes: 15". Note, that the status bar will not update while you hold the key, so just hold it long enough. Next step is to enable geomorphing by pressing the <g> key once. Now you can walk around (press <h> for help). Some more info... [1] The sample is work-in-progress, so there are a couple of flaws. For example, there are situations, where popping occurs, even though geomorphing is enabled. Also, I don't free all memory, so don't use the <r> key too much. In addition, the rendering code is slow (the OpenGL specific pieces). [2] The terrain is 1025x1025, and the texture is 1024x1024 (divided into sixteen 256x256 patches). Thus, there's less than 1 texel per data point. [3] I didn't use any image files to create the surface texture. It is color-based only. In fact there are seven different colors. 3 of these colors are green, 2 are sand, and 2 are gray. The noise-like ground-structure was done by adding a small random value to he illumination factors. [4] There are two light sources. The first one is a direct sun-light that shines from the east, and the second is an anit-sunlight source that shines from the west. The lighting is sort of bad, and that's why darker places look much better than bright places. [5] There's no additional noise used to break up the transitions between the ecosystems. It's purely based on the height field. [6] As I said... some places look good, which does not mean all places :) So you'll have to walk a bit, and maybe try a couple of other terrain (see help). Most of the time, things look good, if you are not too close to the sight (there's no detail mapping or something like that). Niki ----- Original Message ----- From: Pierre Terdiman <p.t...@wa...> To: <gda...@li...> Sent: Tuesday, August 22, 2000 4:29 PM Subject: Re: [Algorithms] Tangential Curvature of terrain > > There are places in my terrain that look almost real, and I could further > > enhance this by casting shadows. > > What about a new snapshot...? :) > > Pierre > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |