Results 1 to 3 of 3

Thread: Rendering Terrain

  1. #1
    Member Contributor
    Join Date
    Mar 2001
    Posts
    50

    Rendering Terrain

    Ok I have the hardware, 1.4Ghz CPU/DDR/256 Mhz FSB/GeForce3 ...

    I have the data, GLOBE terrain data for the world (30 Arc-seconds or roughly 1 km resolution) ...

    I need to write the code to view it in real-time .... that is 3D texture mapped terrain.

    Where is a good place to start? Should I learn about BSP trees? Is there a good, clean, free API that I can use that exploits the GeForce capabilities?

  2. #2
    Member Contributor
    Join Date
    May 2001
    Location
    Austria
    Posts
    54

    Re: Rendering Terrain

    hi there

    i am not sure how to answer your question. i am doing gtopo30 stuff too. depending on what you want bsp trees might be the right thing - or not.
    i am drawing apx. 20.000 points of terrain each rendercycle. i don't have any special data structure to store that stuff.
    you have to think about "other" parameters. e.g. if you want to fly over the terrain, or if you want to walk in it. for collision detection purposes it will be - most likely - to be easier to have some sort of tree or other data structure.
    anyway, are you sharing your progress via internet, or is your project top secret. i am curios what you plan to do with your stuff from gtopo30

    cheers,
    martin

  3. #3
    Member Contributor
    Join Date
    Mar 2001
    Posts
    50

    Re: Rendering Terrain

    I am just planning ahead and highly interested in this topic. I don't have a requirement right now for doing any terrain work.

    The last time I had a requirement I just used the brute force method ... I had a fly through viz with 3D textured terrain. I was able to use a 512^2 map with a 1024^2 texture map for a 1 km grid area and maintain 50+ FPS (lots of other scene objects too). That was fine and dandy but I know it isn't going to cut the mustard when I go with larger terrain areas.

    I want the ability to do an optimized fly through with collision detection for ground based sims. I am somewhat familiar with algorithms for real-time continuous level of detail meshing but have never coded such.

    I also want to be able to build an earth model for space based sims where I can fly in from space to the earth surface.

    I want to understand the techniques for doing all sorts of terrain modeling. I have the time (my spare time at home), computing resources, data, and the desire to learn ...

    Thanks!

Similar Threads

  1. Rendering function not rendering terrain
    By Arko4576 in forum OpenGL: Basic Coding
    Replies: 0
    Last Post: 06-14-2014, 04:57 PM
  2. Terrain rendering
    By micetta2482 in forum OpenGL: Basic Coding
    Replies: 2
    Last Post: 04-21-2010, 06:26 AM
  3. VTF to do terrain rendering
    By Mars_999 in forum OpenGL: Advanced Coding
    Replies: 2
    Last Post: 07-27-2008, 06:46 PM
  4. Terrain rendering - to use OSG or my own?
    By anuchka in forum OpenGL: Basic Coding
    Replies: 2
    Last Post: 07-04-2008, 12:23 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Proudly hosted by Digital Ocean