As I mentioned in my previous posts, Discreet (KTX) publishes the spec of 3DS. You don't have to second guess. I hope you give it a second chance and look over...
203
Ben Discoe
ben@...
Feb 6, 2001 4:52 am
Based on your feedback, i have defined a new 3d geometry format. I am calling it SOG ("Simple Open Geometry"). It is still very preliminary. I have...
204
Ivan Lee Herring
ilh2o@...
Feb 6, 2001 5:18 am
uhh, its from the Delphi side but its all there (and GL) at http://www.lischke-online.de/3DS.html i guess my .02 is 3ds too, ilh ... From:...
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Ben Discoe
ben@...
Feb 6, 2001 5:45 am
By request, i wrote a simple example program that demonstrates how to use vtlib to load and render a terrain: ftp://vterrain.org/pub/vterrain/wxSimple.zip...
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Ben Discoe
ben@...
Feb 6, 2001 7:31 am
... I must apologize for being the author of the 'WorldToolKit NFF' format which Keith gave a chapter in that book. I was young.. ... That's very interesting....
207
ytlee
ytlee@...
Feb 6, 2001 9:03 am
... From: Ben Discoe [mailto:ben@...] Sent: Tuesday, February 06, 2001 1:31 AM To: vtp@yahoogroups.com Subject: RE: [vtp] 3DS format - Art path -...
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Norman Vine
nhv@...
Feb 6, 2001 11:19 am
Ben Discoe ... saving ... Perhaps it would be useful to take the material out of the geometry chunk and just refer to a material ID eg. Version NumMaterials ...
209
Ben Discoe
ben@...
Feb 6, 2001 6:27 pm
Ah, that is a good observation - there should be only one material table per file, not per geometry. It's convenient to have one table per geometry in the...
210
Norman Vine
nhv@...
Feb 6, 2001 8:02 pm
... per ... takes ... complexity ... I think having a global material library is a good idea. Perhaps there is an easy way to patch the the 'file' material_id ...
211
Thatcher Ulrich
tu@...
Feb 6, 2001 9:43 pm
... Avoid! (IMHO :) ... Yes, I agree with the last part. Geometry files should be independent of each other and as self-contained as possible (texture maps...
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Thatcher Ulrich
tu@...
Feb 6, 2001 9:56 pm
And another thing while I'm at it... :) Why not make separate mesh types for tri lists and tri strips? That avoids the weirdness of separate primitive and...
213
Chris Brodie
chris.brodie@...
Feb 6, 2001 10:53 pm
I agree. I saw a sort of similar system use in q3 with shaders. They essentially had all shaders definitions in a single file. This eventially becomes messy...
214
ytlee
ytlee@...
Feb 9, 2001 6:27 am
I finally have a chance to re-read Keith's book and Mr. Ulrich's "Continuous LOD Terrain Meshing Using Adaptive Quadtrees" There is an old Chinese saying...
215
ytlee
ytlee@...
Feb 12, 2001 5:20 pm
http://lib3ds.sourceforge.net/...
216
ytlee
ytlee@...
Feb 12, 2001 5:34 pm
Sorry folk, Don't know why my fat finger doing it and my poor eyes did not catch the typo. Anyway, it is an alternative library to discreet 3DSKit. Lee ... ...
217
Ben Discoe
ben@...
Feb 17, 2001 6:16 pm
Based on input from people on this list, i have set up a second mailing list: vtp-announce. vtp-announce will be used for announcements only, while this list...
218
Bryan Turner
bryan.turner@...
Feb 21, 2001 2:19 am
I've been experimenting with the limits of my GeForce recently, trying to apply the "more triangles, faster" principle to terrain. My first experiment was a...
219
Tom Hubina
tomh@...
Feb 21, 2001 2:31 am
... Were you using vertex arrays or glBegin(GL_TRIANGLESTRIP) with glVertex3f()? ... Can you explain this in more detail? Sounds rather interesting. ... If...
220
Ben Discoe
ben@...
Feb 21, 2001 2:43 am
... This description is a little puzzling.. what rays are you talking about? Is it a fan of tristrips radiating away from the viewer? The vertices are no ...
221
Bryan Turner
bryan.turner@...
Feb 21, 2001 3:16 am
I uploaded a page with some pics: http://www.geocities.com/gone2rave/experiment.htm ... I found that I'm using the slowest version actually: glVertexPointer()...
222
Tom Hubina
tomh@...
Feb 21, 2001 5:41 am
... It's an interesting method, but the only way I can see it working is if your entire terrain uses a single texture. I'm trying to think of a way to deal...
223
Matthew Gahan
matg@...
Feb 21, 2001 7:55 pm
Byan, According to Nvidia's docs you get diminishing returns with tiangle strips over 500 tiangles. At this level you should get the max performance that the ...
224
Chris Brodie
chris.brodie@...
Feb 21, 2001 10:31 pm
Funny you mention that because thats similar to the method I was working towards. My solution was to break the terrain in to 16*16 grids then snake a grid back...
225
Ben Discoe
ben@...
Feb 22, 2001 2:36 am
... Yes. There should be no new issues in the current release, but z-buffer issues are definitely still complicated. With roads, the problem is that the road...
226
Thomas Scott
omegacore@...
Feb 22, 2001 11:55 pm
Hi, My name is Thomas Scott. I'm currently developing a massive online role-playing game called Caeron3000 and have recently switched from an in-house terrain...
227
Bryan Turner
bryan.turner@...
Feb 23, 2001 1:18 am
Thomas, Glad you found the list. I'm actually a beta member of Caeron. As for VTP, while I'm not a user of the package (yet), I may be able to help with some...
228
Ben Discoe
ben@...
Feb 23, 2001 7:05 am
... There are a lot of ways that detail texturing can be implemented, and i haven't had input yet from VTP users on which way would be most useful. The...
229
Ben Discoe
ben@...
Feb 23, 2001 9:50 am
... This implies that they re-use the same detail texture on each patch, with a different alpha map each time. Does anyone know how to do this with OpenGL? I...
230
Thomas Scott
omegacore@...
Feb 23, 2001 3:07 pm
<<Actually, the approach doesn't look very good in those Unreal 2 screenshots,such as this one: http://media.dailyradar.com/images/pc/unrealtech/terrain2.jpg>>...
231
Justin McCartney
D97mcjj@...
Feb 26, 2001 8:45 pm
I am currently implementing a simple version of the ROAM algorithm using Variance as the error metric. So far its going ok, around 40-50 fps when using...