Screenshot only, zip was too large:
Screenshot only, zip was too large:
Last edited by VirtualAce; 03-30-2004 at 03:14 PM.
I noticed the attempt.
The attaching images is different now then it used to be. You tried using the "Manage Attachments" button below? It opens a popup window, you browse for your file, then upload it and post?
I just wonder because I just attached an image about 2 minutes ago and it worked fine. Whats the difficulty?
/* Edit */
Wicked.
"There's always another way"
-lightatdawn (lightatdawn.cprogramming.com)
I finally got it working - but the limit is 640x480 and the zip file attachment limit is 192 kbytes?
Geez, I'll never be able to attach any Direct3D zip's here.
You'll have to host them somewhere and link to them. So whats the demo for, anything? What method did you use? Brute Force, ROAM...
I'm itching to hear all the juicy details (or see the source, ).
"There's always another way"
-lightatdawn (lightatdawn.cprogramming.com)
Hey bubba, I can host it for you if you'd like. Just PM me and I can get you an ftp account on my server.
Naturally I didn't feel inspired enough to read all the links for you, since I already slaved away for long hours under a blistering sun pressing the search button after typing four whole words! - Quzah
You. Fetch me my copy of the Wall Street Journal. You two, fight to the death - Stewie
Well most of the terrain code came from the book but I've been doing terrains since ...forever...so what I learned with voxels pretty much applies here except for the raycasting.
Next thing to add is a sphere for the sky or a skybox, but I like sphere's better.
I added some keys and other stuff but hopefully I'll be able to add more stuff to it like trees and world boundaries so you can't walk off of the map.
Right now its not a lot of original code but I did enhance it so it is not a direct copy from my book.
Once I get more familiar with D3D I will port a lot of it and change it.
Right now it's brute force with no visibility algos or tricks. But that will change with time.
The bitmap is a picture of Tenessee from a satellite and the height data was generated with Wilbur using recursive subdivision.
Last edited by VirtualAce; 03-30-2004 at 03:57 PM.
I'll take that as a no, you don't need hosting.
Naturally I didn't feel inspired enough to read all the links for you, since I already slaved away for long hours under a blistering sun pressing the search button after typing four whole words! - Quzah
You. Fetch me my copy of the Wall Street Journal. You two, fight to the death - Stewie
Another screenshot of a night time render with a skybox.
Dude, that is WAY too dark. All I can see is a very dark outline of a hill on the bottom right corner. It just looks like a black screensaver.
I agree. I had my desktop brightness set about halfway and the image looked completely black...
"Think not but that I know these things; or think
I know them not: not therefore am I short
Of knowing what I ought."
-John Milton, Paradise Regained (1671)
"Work hard and it might happen."
-XSquared
can't really see it either
Well it looks on the screen in Direct3D but the screen shot proggie messed up the gamma somehow - and I also ramped the gamma up in paint shop before posting here.
I'll change the diffuse lighting and ambient lighting coeficients and repost - I just didn't want the terrain to be too bright - as is the failing of most games/engines that render night scenes.
the back side of that is anybody can clear the screen to black
To be honest, I didn't even notice that there was something actually in that picture until I visited for the third time, lol