9th April 2002:
Posted a recent screenshot
of the current WIP on the lScape demo. Features currently
in development are support for 4 TMUs to further speed
up texture splatting and integrating in the water reflection
demo (probably using vertex programs).
17th March 2002:
Thanks to Ben Discoe of vterrain.org
for debugging the MSVC6 build of lScape. Bug fixed versions
of lScape and glBase have been posted on the downloads
page. MSVC5 project files now replaced with MSVC6 versions.
3rd March 2002:
lScape 1st 'official'
release, demo & source code now available - see
the downloads page.
Improvements over the pre-release:
- Improved texture splatting - down from 5 passes
to 4 passes.
- Improved texture splatting with texture_env_combine
extension - down to 3 passes.
- Readme file done with instructions on building,
- Includes project files for LCC-Win32 and MS VC++.
NOTE: For best results when running the demo, set screen
mode to 32 bit colours (see the readme
Let me know what you think.
If you want to build the source you should also download
the latest glBase source here.
13th February 2002:
lScape source, exe and data files now available - see
the downloads page.
This is kind of a pre-release since there are a few
more tweaks I wanted to make to the code, plus I haven't
done a readme file yet, but it should work OK. Check
out the lscape/app.c file to see what function keys
are available, you can change occlusion, collision detection,
rendering mode settings etc. The 'i' key should toggle
an info display on/off. Note that, although its designed
to run on any OpenGL ICD, the current version has only
been tested on a GeForce II Ti at the moment.
Also uploaded an update to the glBase source - improved
VAR/Fence support in cache.c (if you download the lScape
source you need to download this as well) and added
a section on GeoMip level selection to the lScape tech
4th February 2002:
New site uploaded together with latest version of glBase.
New features include
- Simple cache memory manager
- Tweaked pixel buffer support (make_current_read
no longer required)
- Support for nVidia VAR Fence extensions
Apologies to anyone wanting the ROAM source promised
on the old site. This project was mothballed some time
ago and restarted using the GeoMipMapping
idea. Check out some screenshots here.
The demo will be uploaded shortly. Features are as follows:
- Continuous level of detail using GeoMipMapping
- Texture splatting
- Hierarichical occlusion culling
- Collision detection
- Quadtree based frustum culling
- Accelerated rendering with NV Var Fence
28th May 2001:
Thanks to everyone in the Flipcode and OpenGL.org
forums who posted feedback and performance results for
the water reflection demo. As a result, a new download
of the glBase library and demo app is available which
now includes support for OpenGL pixel buffers. In response
to some emails I've had about the demo, I've posted
a page that describes how
the technique works and discusses some performance issues
on different graphics cards.