Continuous Level of Detail Terrain Rendering Demo
Table of Contents:
- What this is
- What this is not
- HOWTO build (OSX, Linux, windows)
- Controls
- Source Code
What this is:
A demo showing an implementation of Roettgers terrain
rendering algorithm. Includes a sample terrain and
texture (both generated using tools from jeff.bagu.org)
as well as a sample driver (Main.cpp) which shows
how to use the terrain class.
Be sure to try toggling filled and wireframe mode to
see the algorithm in action!
What this is not:
A game engine, a complete rendering engine, or any
other combination of words which involve "engine"
without "terrain" :P
Simple camera movement and collision detection with
the terrain has been implemented to allow you to
explore the terrain. But there is no polish or gold
trim.
HOWTO build:
A makefile is included (and is set up for a linux build)
You need to define one of 3 flags at compiler time to
specify your target OS. Use either OSX, LINUX, or WIN32
(ie. -DOSX, -DLINXU, or -DWIN32 as a compile option)
You will need the GLUT and OpenGL libraries installed.
For OSX (XCode), simply import the souce files and add
the GLUT and OpenGL framewords to your project.
Controls:
a,s,w,d -- Standard FPS controls (movement)
mouse -- Look
PG_UP -- Increase height above terrain
PG_DN -- Decrease height above terrain
7,8 -- Toggle fog
9,0 -- Toggle filled/wireframe rendering
Source Code:
The souce code is available for use under the terms
of the GPL (
http://www.gnu.org/licenses/gpl.txt).
Please leave the License agreement in the source
files and credit the use of this software. Other
than that, enjoy!
(c) Jeff Pound, 2006
http://jeff.bagu.org