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vtp · The Virtual Terrain Project

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Group Information

  • Members: 538
  • Category: Graphics
  • Founded: Aug 21, 2000
  • Language: English
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Messages 221 - 251 of 6247   Newest  |  < Newer  |  Older >  |  Oldest
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251 giswebring@... Send Email Mar 20, 2001
12:22 pm
Dear GIS aspirants, Good to hear about you and your great works for GIS community. We hope you don't mind in spending few seconds to read the following lines. ...
250 giswebring@... Send Email Mar 20, 2001
12:21 pm
Dear GIS aspirants, Good to hear about you and your great works for GIS community. We hope you don't mind in spending few seconds to read the following lines. ...
249 My yahoo
zhou_dx@... Send Email
Mar 20, 2001
8:55 am
Hi All, I am trying to implement ROAM with openGL at the moment. But I got stuck with the priority calculation. I did the screen distortion calculation in this...
248 Jon Pryne
jianju@... Send Email
Mar 16, 2001
2:19 pm
Hi, Ben, I never got your latest zip. Could you send it to me? I'd like to hack some tonight... How's it going? Say hi to Cassandra. -Jon ...
247 Tom Hubina
tomh@... Send Email
Mar 15, 2001
10:01 pm
... You only need the normalize step if you're going to be computing an accurate distance with the it. If you just want in/out testing you can drop the...
246 Alex Pfaffe
alexpf@... Send Email
Mar 15, 2001
9:55 pm
I think Klaus Hartmann has done this as well as Jaimi McEntire (jaimi@...) Here is a post from Klaus on the Algorithms List: This is from my Direct3D...
245 Tom Hubina
tomh@... Send Email
Mar 14, 2001
9:17 pm
... Here's an OpenGL sample ... D3D should be pretty similar. http://www.markmorley.com/opengl/frustumculling.html You can probably ask about a D3D version on...
244 Matthew Gahan
matg@... Send Email
Mar 14, 2001
1:55 pm
Justin, You will find bellow an example of a Viewfrustrum Class for DX7. This uses a custom appwiz but is trivial to convert. Enjoy Matthew Gahan ...
243 Justin McCartney
D97mcjj@... Send Email
Mar 14, 2001
1:26 pm
Lucas, sorry to bother but I understand how hierarchical view frustum culling works but don't know how to get the info required for the 6 planes from Direct3D....
242 Ben Discoe
ben@... Send Email
Mar 14, 2001
7:34 am
These ArcInfo, DEM, and DEM coloring issues may be of general interest. ... I don't see any mention in the USGS DEM specification for a "nodata" cell. DEM uses...
241 Matt.Wilkie
matt.wilkie@... Send Email
Mar 12, 2001
5:48 pm
... I hit 'send' instead of 'new message' by accident. My apologies for dumping an unanounced 2mb attach into your mailbox. -matt ... I stand corrected, ...
240 Matt.Wilkie
matt.wilkie@... Send Email
Mar 12, 2001
5:11 pm
Matt.Wilkie would like to recall the message, "File Formats, GDAL, Boundaries"....
239 Andrew Kirmse
akirmse@... Send Email
Mar 7, 2001
2:36 am
I thought this might be of some general interest. Generally you need terrain normals for 2 kinds of computations: lighting and collision detection. If your...
238 Zhao Youbing
zhaoyb@... Send Email
Mar 7, 2001
1:19 am
Hi, everyone I'm now working on terrains. Normals are important in rendering, I precalculated the normals , but I need a large memory to hold them. I know...
236 Ben Discoe
ben@... Send Email
Mar 6, 2001
9:49 pm
... The VTP software doesn't currently support loading of SDTS-DLG. I apologize that the option appears in the VTBuilder Import dialog which implies the ...
235 Cat - N - Hat
cat@... Send Email
Feb 27, 2001
11:18 pm
Hi, This is a question more for those planners, government types, and architects on the list. I am wondering if anyone has used 3d vis to do community outreach...
234 Matt.Wilkie
matt.wilkie@... Send Email
Feb 27, 2001
9:12 pm
Hi All, My name is Matt Wilkie and I work for a local regional government, Yukon Renewable Resources, GIS Section. I've been prowling through VTerrain.org for...
233 Lucas Ackerman
ackerman@... Send Email
Feb 27, 2001
7:15 am
Mark Duchaineau (who is my mentor&boss, btw) has recently at my request put his 'classic&#39; ROAM implimentation notes collection online at ...
232 ytlee
ytlee@... Send Email
Feb 26, 2001
8:56 pm
Ben, The link claims that it generate height map by primes http://yoyo.cc.monash.edu.au/~bunyip/primes/primeIsland.htm Another link outlines the procedure to...
231 Justin McCartney
D97mcjj@... Send Email
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...
230 Thomas Scott
omegacore@... Send Email
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>>...
229 Ben Discoe
ben@... Send Email
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...
228 Ben Discoe
ben@... Send Email
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...
227 Bryan Turner
bryan.turner@... Send Email
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...
226 Thomas Scott
omegacore@... Send Email
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...
225 Ben Discoe
ben@... Send Email
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...
224 Chris Brodie
chris.brodie@... Send Email
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...
223 Matthew Gahan
matg@... Send Email
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 ...
222 Tom Hubina
tomh@... Send Email
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...
221 Bryan Turner
bryan.turner@... Send Email
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()...
Messages 221 - 251 of 6247   Newest  |  < Newer  |  Older >  |  Oldest
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