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first screenshot..
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Looks nice. Might I ask you how you don''t draw parts of your terrain that aren''t in the frustum. I have a quadtree, and I have which parts of it are in the frustum, but I don''t know how to tell my program to not draw those other triangles. Thanks.
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The great logician Bertrand Russell once claimed that he could prove anything if given that 1+1=1. So one day, some fool asked him, "Ok. Prove that you''re the Pope." He thought for a while and proclaimed, "I am one. The Pope is one. Therefore, the Pope and I are one."
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The great logician Bertrand Russell once claimed that he could prove anything if given that 1+1=1. So one day, some fool asked him, "Ok. Prove that you''re the Pope." He thought for a while and proclaimed, "I am one. The Pope is one. Therefore, the Pope and I are one."
as I said the terrain is still brute force with no frustum culling.. I''m currently implementing ROAM with frustum culling.
It''s dark for testing terrain normals so I could see if they are calculated fine..
I''ll tweak around the lighting when I finish the sky for timeofday changes.. that''ll be after I get that roam working..
It''s dark for testing terrain normals so I could see if they are calculated fine..
I''ll tweak around the lighting when I finish the sky for timeofday changes.. that''ll be after I get that roam working..
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