Horde3D

Next-Generation Graphics Engine
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PostPosted: 29.03.2008, 22:43 
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Joined: 10.09.2006, 15:52
Posts: 1217
Good news, we have made good progress with development of 0.15, so if there aren't any problems we find in the last minute, a release tomorrow is probable. Here is a small teaser screenshot of the updated Chicago sample. I have improved all the shaders so that they are better suitable for other applications too.

Image


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PostPosted: 30.03.2008, 02:07 
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Joined: 19.11.2007, 19:35
Posts: 218
Sweet, can't wait to tinker with it.


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PostPosted: 30.03.2008, 17:15 
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As announced, Horde3D 0.15.0 and the Terrain extension are finally out now. Get them from the downloads site and give us feedback if you want.

This is a really huge release and it was a plenty of work for Volker and me, so we hope you appreciate it. But I think it was worth the effort and brings Horde again a great step forward. :)


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PostPosted: 01.04.2008, 03:15 
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Joined: 26.03.2008, 02:58
Posts: 160
Congratulations!

I see that the improvements are many... you spoil me, marciano :P


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PostPosted: 01.04.2008, 16:50 
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Great work. Love it all round, especially dumping terrain to a mesh resource.

Only issue I've seen is that terrain blocks like to disappear when the camera nears a corner and is looking at an upward angle. Not familiar enough with the terrain code yet to know whether its an issue with the bounds size or the clipping of the bounds.


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PostPosted: 01.04.2008, 16:59 
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AcidFaucet wrote:
Great work. Love it all round, especially dumping terrain to a mesh resource.

Only issue I've seen is that terrain blocks like to disappear when the camera nears a corner and is looking at an upward angle. Not familiar enough with the terrain code yet to know whether its an issue with the bounds size or the clipping of the bounds.


Hum i don't have any issues at all, do you have screenshot? There are a few texture flaws (some hard edges), but i think that is the textures fault.


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PostPosted: 01.04.2008, 17:41 
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Joined: 13.11.2007, 11:07
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AcidFaucet wrote:
Great work. Love it all round, especially dumping terrain to a mesh resource.

Thanks, I implemented it for an easy integration of a physics engine. Maybe we will provide a simple vehicle demo based on bullet in the near future. But for really big terrains a streaming solution like proposed in http://www.continuousphysics.com/mediawiki-1.5.8/index.php?title=Height_Field may be preferable.

Concerning the disappearing of the blocks,... it seems that the bounding boxes for each block are a little bit too small, but I haven't checked it myself. If not Nicolas will fix it, I may have a look at it in the next days.


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PostPosted: 01.04.2008, 20:28 
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Joined: 22.11.2007, 17:05
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Location: Boston, MA
Excellent work guys, looking good. I am setting up for the Mac compile directly.


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PostPosted: 02.04.2008, 20:15 
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We have just made a hotfix for the SDK 0.15 and the terrain 0.1. It brings another makefile for the terrain sample (still untested), fixes the reported compatibility issue in utImage.cpp (don't have Linux64 so also untested) and fixes a serious bug in ColladaConv. Please download the SDK again.


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PostPosted: 04.04.2008, 08:42 
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AcidFaucet wrote:
Only issue I've seen is that terrain blocks like to disappear when the camera nears a corner and is looking at an upward angle. Not familiar enough with the terrain code yet to know whether its an issue with the bounds size or the clipping of the bounds.

Yesterday we had a look at the code again and it might be fixed by replacing some code in the buildBlockInfo function in terrain.cpp.

Code:
const float stepU = (maxU - minU) / (_blockSize - 1);
const float stepV = (maxV - minV) / (_blockSize - 1);
      
for( uint32 v = 0; v < _blockSize - 1; ++v )
{
     for( uint32 u = 0; u < _blockSize - 1; ++u )   

instead of
Code:
const float stepU = (maxU - minU) / _blockSize;
const float stepV = (maxV - minV) / _blockSize;

for( uint32 v = 0; v < _blockSize - 1; ++v )
{
   for( uint32 u = 0; u < _blockSize; ++u )


and
Code:
for( float vv = 0; vv <= stepV; vv += pixelStep )
{
    for( float uu = 0; uu <= stepU; uu += pixelStep )

instead of
Code:
for( float vv = 0; vv < stepV; vv += pixelStep )
{
    for( float uu = 0; uu < stepU; uu += pixelStep )


additionally in the terrain.h you have to add 0.5f before casting to int
Code:
         { return _heightData[(int)(y * (_hmapSize - 1) + 0.5f) * _hmapSize + (int)(x * (_hmapSize - 1) + 0.5f) ] / 65535.0f; }


We still had some very small culling problems with this code, but couldn't figure out why. It may be a problem with floating point precision, but we weren't motivated enough to go into more detail :-)


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