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Opengl procedural planet #3: Real time texturing

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Uploaded by on Jan 30, 2011

This is the 3rd video which presents my actual program to draw a planet. It shows my new algorithm to calculate the texture in real time. It's not optimized at all yet because the texture is half used (triangle = half square texture), they are calculated at the last moment without interpolation, so every triangle has it's own opengl texture name etc... The triangle texture is 8x8 (64 points).

You can see that I disable the real time update because it becomes too slow when there are a few triangles (greater than 8000) and the number of triangles are increasing exponentially. You can see the ground with a good quality, mountains, hills and the sea is really visible with smooth frontiers. Except that I used only 8 colors at the moment, it's why the textures aren't very detailed.

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