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. ...
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giswebring@...
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@...
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@...
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@...
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@...
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...
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Tom Hubina
tomh@...
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...
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Matthew Gahan
matg@...
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 ...
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Justin McCartney
D97mcjj@...
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@...
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@...
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, ...
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Matt.Wilkie
matt.wilkie@...
Mar 12, 2001 5:11 pm
Matt.Wilkie would like to recall the message, "File Formats, GDAL, Boundaries"....
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Andrew Kirmse
akirmse@...
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@...
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@...
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@...
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@...
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...
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Lucas Ackerman
ackerman@...
Feb 27, 2001 7:15 am
Mark Duchaineau (who is my mentor&boss, btw) has recently at my request put his 'classic39; ROAM implimentation notes collection online at ...
232
ytlee
ytlee@...
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@...
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@...
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@...
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@...
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...
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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...
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...
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...
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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...
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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 ...
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...
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()...