Planet Rendering - Wireframe (OpenGL/SDL)
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Uploader Comments (NemexNexSoft)
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All Comments (13)
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Some of my own projects are written with C++, OpenGL and SDL, and sometimes OpenAL. I've also worked with randomly generated heightmaps, but I've never fitted them to a sphere, or implemented scaling LOD. Good work, this is beyond my ability! :)
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one word 2 syllables. EP-IC
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wow! awesome
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Render LOD's ?
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how many polygons does the planet have?
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NICE !
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Is this made with C or C++?
TheLizardGamer 5 months ago
@TheLizardGamer C++, SDL, OpenGL and a few other libraries
NemexNexSoft 5 months ago
you should incorporate tessellation for smoother transition between those LODs in quadtrees.
x75tiger75x 11 months ago
@x75tiger75x Tessellation wasn't really an option when I wrote this demo. But I'll prolly look into it in the future. What I did in this demo to hide the transitions between the different LOD levels, is something called vertex morphing. For it to work I calculate a morph factor for each quadtree node in the range 0-1. This factor is used to interpolate between 2 LOD levels in the vertex shader. When the triangles are textured the LOD changes are nearly invisible.
NemexNexSoft 10 months ago
Very nice. Quadtree? Also, is there frustrum culling?
geomancer120 1 year ago
@geomancer120 yes quadtree^^ you can read more about how it works in my channel comments. frustrum culling isn't implemented, but it should be relatively easy to do it.
NemexNexSoft 1 year ago