Posted 17 September 2004 - 05:53 PM
From over the previous summer, my first real attempt at a 3dMax .3ds file importer and renderer, with a silly cloud renderer. Simply it's a skybox, with a large amount of billboarded cloud sprites, and some Max objects loaded with a oneliner.
From a technical point of view, it is of course pitiful, but hopefully you can cast your mind back to those days when you were simply pleased when your tga image loading code worked hehe. Probably the hardest bit of it all is my castle which I painstakingly placed through moving walls and towers untill it all sitted on the right place.
Anyway, show and tell!
Posted 17 September 2004 - 06:08 PM
Posted 18 September 2004 - 07:12 AM
Posted 18 September 2004 - 08:38 AM
I think I shall look it up..
Posted 18 September 2004 - 05:20 PM
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
If you have old ogl headers, it might not be defined, but here's its #define:
#ifndef GL_CLAMP_TO_EDGE #define GL_CLAMP_TO_EDGE 0x812F #endif
Posted 18 September 2004 - 06:17 PM
Here's the same engine running a navier stokes water solver (to low res) and a real-time deformable landscape (there's a bug in the height interpolation, I know). And, no seams! Thank you! That's annoyed me for a long time.
Posted 19 September 2004 - 03:34 PM
Some things you might want to try
-See if you can add detail/multitexturing for the landscape, as that makes a lot of difference in scene quality. It's a lot easier than it sounds.
-smooth shading for water
Some triangle strips in your reflection rendering (are you using 2 pass rendering over an axis?) arn't shown.
Are you loading/generating your landscape? If you post your interpolation code, I'm sure I could help.
Posted 20 September 2004 - 03:48 AM
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