Early work, without textures and normal maps, on a planetary terrain engine. Really only of technical interest to those following this project.
The random colourations are due to each mesh being assigned a random colour. The actual lighting is embedded in normal map textures, which also provide information about the texture to be used based on height, slope, and latitude. Currently this is disabled.
Detail is represented down to below 10 centimetres.
See http://www.binstar.com
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