Table of Contents
L3DTVi2 algorithmsGeneralL3DTVi2 is written in Delphi using the GLScene library. To render terrain, L3DTVi2 uses GLScene's terrain renderer, which includes a hybrid ROAM - brute force tessellation method that gives distant horizons while maintaining moderate triangle counts. Rendering waterWater is rendered in L3DTVi2 as a second heightfield, which allows multi-level and non-flat water.
Detail mapMost 3D terrain renderers modulate the ground textures with a high-resolution greyscale 'detail map' to provide the illusion of highly detailed textures. In L3DTVi2 this is done twice at different resolutions using a vertex shader program, which provides even greater detail.
The detail map used in L3DTVi2 is shown below:
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