This entry was posted in C++ and tagged 4.0, build, c++, code, demo, flexify, glew, glm, glsl, opengl, photoshop, physfs, planet, rendering, sample, sfml, source, tessellation, vs2013, world machine on Novemby HiredK. Patches can be culled out when the camera is too near and perpendicular to the terrain, this is related to the view frustum shape.Visible seams at the edge of the tiles, I’ll definitely fix this at some point.This image shows the final result before being split into tiles. CGI-Video-Tutorial (3): Umgang mit dem Plugin 'Flexify 2' digit 63 subscribers Subscribe 14 Share 6. I then moved to Flexify 2 and was able to output a proper 16bit greyscale image. This loss of precision resulted in some rather nasty stepping artifacts when mapped on a terrain. At first I was using HDRShop 1.0.3 just like in the tutorial but was only able to output the result as a RGB32 image. It worked pretty much out of the box and allowed the culling to be performed on the GPU. The heightmap is generated in World Machine using a 2:1 width-to-height ratio, I then open it in Photoshop to apply some panoramic transformations. This image shows how you can use a normalized cube to make a sphere.įor the tessellation, I simply adapted Florian Boesch’s OpenGL 4 Tessellation to work with a cubic heightmap. At first I was using HDRShop 1.0.3 just like in the tutorial but was only able to output the result as a RGB32 image. Fill in the storage provider and access key data, and then click ADD STORAGE. On the Data page, click ADD STORAGE ACCOUNT. Resolution Sign in to or sign up for a Flexify.IO account. Flexify Stereographic For making a stereographic projection in hugin, see here Once you have stitched together your equirectangular panorama (Tutorial here), its often fun to turn it into a stereographic projection (a little planet). The two main differences with this approach is that it’s not procedural but rather data based, and that it’s using tessellation instead of quadtree for LODing. This article guides you through using Flexify.IO to migrate your data from other cloud storage providers to C2 Object Storage. This project is based on the article Making Worlds by Steven Wittens, I recommend reading it first if you’re interested in planet rendering.
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