L3DT development blog
Large 3D terrain generator

Progress report

I'm working towards release 2.1. This version should be identical to release 2.0 but for the ability to make very large maps, up to 32,768 x 32,768 pixels in size (1Gpxl). How? Using 'mosaic maps' that automatically load the parts of the map in use and cache the rest to HDD. I've got mosaic maps going for the heightfield, attributes map, normals map, light map and texture map. There are still a few subroutines that need to be rewritten for explicit mosaic-map support.

I'm not going to guess an ETA other than to say at least one month from now.

I've tinkered with a few other things too:

  • I've added an export option for the Virtual Terrain Project '.bt' binary terrain file (v1.3).
  • I've altered the display & image export functions such that pixel (0, 0) is at the bottom-left of the display, whereas previously it was at the top-left. Why? I wanted a right-handed coordinate system.
  • The water-map '.wmf' file is now run-length encoded, which has dropped the size on disk by about 98%.

Oh, I did find a bug in the light-mapping in release 2. If you set the sun direction to be between 90 and 180 degrees, the shadow-casting breaks. I made a silly boo-boo, and the fix will come in release 2.1.

 
l3dt/2003/aug/26.txt · Last modified: 2017/08/31 07:17 (external edit)
 
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