terrainEngine

所属分类:OpenGL
开发工具:Visual C++
文件大小:1520KB
下载次数:814
上传日期:2006-11-30 16:20:26
上 传 者小郭软件
说明:  国外程序员编写的基于OpenGL的3D地形引擎。 errain Engine I started working on a terrain engine around October 2000. I was deeply moved by screenshots from black and white :) My intention and main goal was to create something visually stunning. This meant writing a terrain texture-generator, and working hard to find good textures and blending modes. The outcome is an engine that hold a (supposedly) 1km by 1km piece of terrain with very high accuracy. There is no triangle-cutting algorithm employed, simple brute-force. I use a large terrain texture and a tiling detail texture. There s a skybox and the terrain reflects on the water. I used OpenGL for this one, employing the OGLC skeleton to avoid most of the opengl-win32 business. You can move through this world using descent keys (a,z, keypad). use w to switch to wire-frame and d to render without the detail texture.
(foreign programmers prepared by the OpenGL-based 3D terrain engine. Errain Engine I started working on a terrain eng stimulant around October 2000. I was deeply moved by sc reenshots from black and white : ) My intention and main goal was to create someth ing visually stunning. This meant writing a ter rain texture-generator, and working hard to find good blend textures and ing modes. The outcome is an engine that hold a ('s upposedly) 1km by 1km piece of terrain with very high accuracy. There is no triangle-cutting al gorithm employed. simple brute-force. I use a large terrain textu 're a tiling detail and texture. There's a skybox a nd the terrain reflects on the water. I used Open GL for this one. employing the OGLC skeleton to avoid most of the opengl- win32 business. You )

文件列表:
terrain engine (0, 2001-08-19)
terrain engine\bin (0, 2001-08-18)
terrain engine\bin\Terrain.exe (208896, 2005-11-02)
terrain engine\data (0, 2001-08-18)
terrain engine\data\detail.bmp (786486, 2001-08-19)
terrain engine\data\heightmap.bmp (66616, 2001-05-08)
terrain engine\data\SkyBox (0, 2001-08-18)
terrain engine\data\SkyBox\SkyBox0.bmp (196664, 2001-05-01)
terrain engine\data\SkyBox\SkyBox1.bmp (196664, 2001-04-29)
terrain engine\data\SkyBox\SkyBox2.bmp (196664, 2001-04-29)
terrain engine\data\SkyBox\SkyBox3.bmp (196664, 2001-05-01)
terrain engine\data\SkyBox\SkyBox4.bmp (196662, 2000-10-24)
terrain engine\data\SkyBox\SkyBox5.bmp (49208, 2001-05-09)
terrain engine\data\terrain-texture3.bmp (786488, 2001-06-10)
terrain engine\source (0, 2001-08-19)
terrain engine\source\GLEXT.h (144343, 2000-06-07)
terrain engine\source\imgLoadBMP.cpp (5885, 2000-10-13)
terrain engine\source\imgLoadBMP.h (670, 2000-07-28)
terrain engine\source\IOFile.cpp (2554, 2000-07-28)
terrain engine\source\IOFile.h (2689, 2000-07-28)
terrain engine\source\OGLCMainHeader.h (1138, 2001-05-05)
terrain engine\source\PTypes.h (2010, 2000-07-15)
terrain engine\source\RImage.cpp (1963, 2000-08-27)
terrain engine\source\RImage.h (2244, 2000-10-21)
terrain engine\source\RTexture.cpp (5326, 2000-07-28)
terrain engine\source\RTexture.h (1119, 2000-07-28)
terrain engine\source\Std.h (691, 2000-10-17)
terrain engine\source\Win32Framework.cpp (11705, 2001-08-18)
terrain engine\source\YourCode.cpp (3047, 2000-10-11)
terrain engine\tools (0, 2001-08-19)
terrain engine\tools\texgen (0, 2001-08-19)
terrain engine\tools\texgen\ijl.h (54441, 2000-09-03)
terrain engine\tools\texgen\my_jpg_interface.cpp (3153, 2001-05-04)
terrain engine\tools\texgen\my_jpg_interface.h (424, 2001-05-04)
terrain engine\tools\texgen\texgen.cpp (6259, 2001-05-12)
terrain engine\tools\texgen\texgen.dsp (4274, 2001-04-27)
terrain engine\tools\texgen\texgen.dsw (535, 2000-11-09)
terrain engine\tools\texgen\texgen.h (428, 2001-04-27)
terrain engine\tools\texgen\textures (0, 2001-08-19)
... ...

Terrain Engine I started working on a terrain engine around October 2000. I was deeply moved by screenshots from black and white :) My intention and main goal was to create something visually stunning. This meant writing a terrain texture-generator, and working hard to find good textures and blending modes. The outcome is an engine that hold a (supposedly) 1km by 1km piece of terrain with very high accuracy. There is no triangle-cutting algorithm employed, simple brute-force. I use a large terrain texture and a tiling detail texture. There's a skybox and the terrain reflects on the water. I used OpenGL for this one, employing the OGLC skeleton to avoid most of the opengl-win32 business. You can move through this world using descent keys (a,z, keypad). use 'w' to switch to wire-frame and 'd' to render without the detail texture. ohad.visual-i.com ohad@visual-i.com

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