Screenshots

lScape project:  
This just shows a recent screenshot of the current WIP: integrating the rippling water reflection demo into lScape.
Wireframe image showing frustum cull and CLOD using geomipmapping (tesselation based on camera at ground level). In general level of tesselation for each patch is higher nearer the camera. Foreground patches with low level of tesselation are too flat to require more triangles.
Same viewpoint, but with hierarchical occlusion enabled. The missing patches are hidden from the viewpoint of the ground level camera.
A ground level viewpoint with single pass texturing. Note lack of detail in foreground textures.
Same viewpoint with multipass texture splatting enabled. Much higher level of detail in foregound textures. Texture splatting is faded out with distance from camera so distant patches are rendered with single pass.
   
ROAM project:  
Split / merge roam landscapes. The buildings are Half-Life BSP models. This project got mothballed and restarted using geomipmaps (above).
   
Water Reflection Demo:  
Screenshot of the rippling water reflection demo app included with glBase. Demonstrates render to texture and projective texture mapping.
   
 
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OpenGL:
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    GLUT for Win32
    GLUT for LCC-Win32
 
Programming:
    Flipcode
    LCC-Win32
    LCC-Win32 Meeting Point
    OO Programming In C
 

Copyright © 2002 Adrian Welbourn. All Rights Reserved.