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OpenGL Procedural Terrain v2

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Uploaded by on May 6, 2009

This is a better version of the OpenGL demo which I had posted earlier. I was in a rush in v1 so I guess I didn't really take the time to capture more of the demo.
The demo is coded in C++ using OpenGL API and GLSL shader programs.
The fractal terrain generation methods used were fault line and midpoint displacement..
I used per pixel lighting for the water and per fragment lighting for the terrain.
Hopefully this version will bring out the beautiful bits of the demo more!

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Education

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Standard YouTube License

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Uploader Comments (jcmy60)

  • Looks good but terrain sucks

  • Yeah it was mainly fault line algorithm with really low number of iterations and almost no filtering (FIR). Spent too much time working on the water :P

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  • Very good! Nice work making the terrain and texturing dynamic.

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