Ok, I circumvented the problem. The fps and visible block count now appear in the titlebar, so just stay in window mode and you will be fine.
Now if someone could give their fps at some "visible block count" numbers, I would be a happy camper. Any other remarks are allways welcome.
here's that link again:
http://users.pandora.be/manny/opengl/terrain.zip
Viva la Révoluçion !
[edited by - Manny on August 22, 2002 5:39:26 AM]
Yet another newbie terrain renderer ...
quote:
Original post by Manny
I get massive texture corruption and other graphical abnormalities with your engine, but it''s probably due to my G400. It doesn''t have the best OpenGL drivers to say the least.
Oh well, time to upgrade me thinks !
Viva la Révoluçion !
Just noticed you have 128mb memory, that could be a problem, I''m using a LOT of display lists! I''ve just upgraded from a slightly lower spec than yours and it is SO worth doing, only problem is you start making terrain engines that people with lower specs can''t run

Here''s some screenshots anyway


______________________________DGDev - The Delphi Games Development Community
That sure does look quite a bit better than what I saw
. Are those shadows one big texture or are they multiple smaller ones? I ask because my one big shadowmap always seems pretty blocky when stretched over the landscape.
Viva la Révoluçion !

Viva la Révoluçion !
Viva la Révoluçion !
The ''fixed'' shadows, ie the shadows cast by the terrain are done in the same way as the terrain colours. I just have a different colour for each vertex and subtract the intensity (opposite of intensity?
) of the shadow.
So I don''t use a texture for this. The other shadows are there to simulate cloud shadows, this is one big texture on the terrain, using multitexturing which explains your texture problems. I really should test for availibility of extensions, sorry.
Then I move the cloud shadow texture across the terrain and it looks like moving shadows.
So there you are, that''s how it''s done!

So I don''t use a texture for this. The other shadows are there to simulate cloud shadows, this is one big texture on the terrain, using multitexturing which explains your texture problems. I really should test for availibility of extensions, sorry.
Then I move the cloud shadow texture across the terrain and it looks like moving shadows.
So there you are, that''s how it''s done!
______________________________DGDev - The Delphi Games Development Community
quote:
Original post by BlueCat
The 'fixed' shadows, ie the shadows cast by the terrain are done in the same way as the terrain colours. I just have a different colour for each vertex and subtract the intensity (opposite of intensity?) of the shadow.
Ah, so it's basically per vertex coloring and shading. There's no base texture under the detail texture, just colors. Pretty cool! BTW the G400 does have multitexturing you know, I use it in my renderer.
BTW as for the opposite of intensity; maybe darkness in this context

Viva la Révoluçion !
[edited by - Manny on August 22, 2002 2:20:20 PM]
Viva la Révoluçion !
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement