The speed is at 1000-2000 fps now. The source is a bit longer but stayed around 200 lines for the main algo, which is easy to overview.
You can fetch the source code and executables here:
[-Download-ZIP-] (Textured Version older shader support, 32/64 bit) (Newest)
[-Mirror-] (Gamedev)
[-Google-Code-]
License is MIT
Key settings:
Space : wireframe view
Enter : Top-down view
Since there are many libs out there that have a completely bloated and unusable source code, I think its useful for everybody wanting to get started with terrain.
I have a hard time seeing your triangles. I can see that the lines get further away from each other as the detail gets lowered, but I can't see the triangles, even in wireframe mode.
AntwortenLöschenyes, its shown in lines. if you want triangles, you can change GL_LINES to GL_LINE_STRIP in line 198 - but it doesnt look nice due to degenerated triangles that are used.
AntwortenLöschenHi! This is very cool work
AntwortenLöschenI study "geometry clipmaps" with your code
Can you explain more detail about variables cs, zp,xm,xp,ym,yp?
Thanks
Thx. zp,xm,xp,ym,yp are x minus x plus etc. They count the vertices of the bounding box that are out side the frustum in x,y,z plus/minus
LöschenSorry But can i ask few question? In Code. which make quad patch after load shaders. Can you explain this part? this is save about what?
LöschenThanks
I want to add shadow mapping in this code
AntwortenLöschenCan you give me a advise?
thanks
Doesn't unzip. Dissapointed..
AntwortenLöschen