Re: [Algorithms] Tangential Curvature of terrain
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From: Pai-Hung C. <pa...@ac...> - 2000-08-23 05:24:38
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----- Original Message ----- From: Klaus Hartmann <k_h...@os...> To: <gda...@li...> Sent: Tuesday, August 22, 2000 4:34 PM Subject: Re: [Algorithms] Tangential Curvature of terrain > 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 > > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |