Use fractal noise to generate terrain, plus mountain shader, plus snow shaderNoise Generating ResultsNoise generate the main reference to this article, will not repeatValue3d:PERLIN2D:Fractal Noise:Terrain Generation ResultsGenerate Terrain Grid method The main reference to this article, will not repeatNoise frequency: 22, resolution: 256Value3d:perlin2d:Fractal Noise:Noise has many uses, such as topography
Recently, I changed the previous Code. Now the terrain is basically complete. The basic technology is geomipmap + block terrain, currently, the image is loaded with a height of 1024x1024. The frame rate is still good. There are more than 60 frames, and my video card is 9300gs. This is not a good video card. Today, I was planning to combine the previous atmospheric rendering. I didn't expect that the problem
This is from the terrain module.
Source codeBecause it also requires support from the other three modules (common, maths, and rendercore), it cannot be compiled.
I used a long time to improve the rendering speed of super-large terrain. Currently, in the release mode, the FPS is generally maintained at around 200. When you look up and down, the FPS can reach more than 500.
Current shortcomings:
1,Progr
Bullet provides several classes of btbvhtrianglemeshshape,btheightfieldterrainshape to create some grid graphics, first to understand Btheightfieldterrainshape, create a 3D terrain from the height graph data.A static mesh that's optimised for and described by the surface of a height map.Official website explanation:http://bulletphysics.com/Bullet/BulletFull/classbtHeightfieldTerrainShape.html# a90d823ba5f44871a0bcfce0174177223Recommended first read t
Here's a look at max building a terrain.1. Create a plane, adjust the properties of the plane, including the length, width, and segment2. Then build a road Then select the Spline tool to adjust the outline of the line.3. Use the Merge tool to merge the lines and the ground into an object. Select the ground and click the Graphics Merge tool and select the line.4. Using soft selection To edit the ground, you can make the ground more smooth.5. Separatin
// Configure Setting the physical effects of terrain from Ogre can be divided into two categories:
The first type is easy to read from the height chart and then create a fixed index sequence, and create the terrain by yourself;
The second type is entity creation. It is very simple to say that the mesh model is created. The advantage of this is that you do not need to render it yourself...
Currently, only th
Abstract : Visualization of Large Scale Terrain with huge textures is a very active filed at present. there is a bottleneck between the complexity of the scene and the capability of current system. therefore special algorithms have to be adopt to deal with this problem. usually, these algorithms try to give a multi-resolution representation of the terrain, then use a view-dependent triangle mesh to render
Ogre version 1.7.1 contains the terrain example and uses PSSM + lissms.
Today, I tried to place character's Sinbad model on the terrain, but the model material itself does not support PSSM.
After reading the implementation of the terrain example, it is found that when it transfers PSSM demarcation point data to the shader, it uses the method of cloning the templa
We usually define a two-dimensional grid in the xz plane, and then the values of Y are calculated based on certain functions, such as the combination of sine and Cosine functions, you can get a seemingly good terrain or surface effect. In this tutorial, we modify modelclass. h and modelclass. cpp to obtain an approximate terrain.
In the code in this chapter, we define 300*300 = 90000 vertices, a total of (
Name: Dump terrain demonstration
Author: Zeng TaoEmail: zengfengtao@163.com
Download: http://show.gameres.com/ztLODTerrain/ztLODTerrain.zip (executable +Code, 2.5 MB)
Development Environment: win7 vs2003 dx9.0c C ++
IntroductionProgramIt is the quad-tree implemented by Pan lilang in largelod.AlgorithmOf course, there are still roam and other algorithms that have not been tried. If they are left blank, they will be (coming soon --#). However, we
It is more difficult to integrate the terrain of ogre and bullet.
There are two main problems: different ways to generate a triangle mesh through heightfield and different heightfiled addressing methods (after the ogre is converted to a float array, the sitting angle is (0, 0, the bullet btheightfieldterrainshape class is in the upper left corner ). Fortunately, btheightfieldterrainshape is a virtual function, so it can be solved through inheritance
Recently, we have been working on a layer-4 (4) tree-based terrain with low level of detail. However, t cracks are a serious problem,
In the figure, black and green triangles are cracks.
A green triangle indicates the detected crack.
Current Crack DetectionProgramThere are bugs, and some cases have not been completely detected, so there will be a black box problem.
There may still be some situations that I haven't considered yet. Think abo
, it is normal,
If there are two submesh with the same material, it is not good. I should immediately seek an artist and scold him. Why not combine two submesh with the same material?
2) movableobject and camera Cropping
Ogre's octreescenemanager camera cropping is based on the surrounding box, which means that objects with the surrounding box can be cropped,Is renderable bounded? No! But movableobject is available. movableobject is the basic object for moving objects. It inherits shadowcas
Because the quad-tree structure is used, cracks may occur between different levels of blocks (Cracks).
As shown inA,BCracks may occur because the two parts do not share the vertex. At present, there are many methods to solve the crack, mainly divided into the hop point method and the addition method. The hop point method skips some points on the boundary of high-resolution chunks and does not draw them. This ensures the continuity of adjacent chunks. The addition method adds some vertices on t
In a mathematical expression, if the form is y = f (x, z), it can be called a terrain surface. it can be considered that the position on each plane corresponds to a unique height value.
In this section, we will display the graphics of several terrain and surfaces. use the script code of the custom syntax to generate a hyper-ball image. for related software, see: Mathematical graphics visualization tool. Thi
Triangle Num: 32768
FPS
Environment: 6G-ddr3, i5-480m
Brute Force not very userful for nowadays game, due to its poor fps. I'm a novice for terrain rendering, maybe the "levels" cocould increase the fps.
How to do: Here is the principle and below is the code (yes, I use Ogre O >_
void createScene(){// load terrain mapif(myTerrain.LoadHeightMap("height.dat", TERRAIN_SIZE)){myTerrain.SetHeightScale(0.25f);}
Because the quad-tree structure is used, cracks (cracks) may occur between different levels of blocks ).
As shown in, cracks may occur at points A and B because the two blocks do not share the vertex. At present, there are many methods to solve the crack, mainly divided into the hop point method and the addition method. The hop point method skips some points on the boundary of high-resolution chunks and does not draw them. This ensures the continuity of adjacent chunks. The addition method adds
I downloaded a terrain editor from a foreigner and found that its rampbrush is very useful, so I also implemented it in my own editor. When using rampbrush, use the mouse to pick up two points on the terrain as the two ends of the brush, and set the width and intensity of the brush. The length of the brush is determined by the two points picked up. In the area covered by the brush, the desired height (a slo
Terrain fluctuations refer to the difference between the highest point and the lowest point in a specific area.The slope is the steep degree of the surface unit. The ratio of the direct height h and the horizontal width l of the slope is usually called the slope.1) Activate DEM data and use grid neighborhood statistics in spatial analysis. Set statistic type to the maximum value, and the type of the adjacent area to a rectangle (or a circle). Set the
Creating random terrain data with fault info is much more fun than height. Although the general terrain trend is predictable, the random scenery is still interesting.
The following is the result of 128x128, 32 fault info:
Below is 128x128, 64 FI:
The following figure shows the 128x128,128 fi requests (in the absence of filter results, the number of FI requests is reduced to a few .) :
The followin
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