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  1. LWJGL 3D Terrain Demo: ver 1.1 released

    I updated the 3D terrain demo over at Static Void Games.

    Changes made:

    • Fixed un-responsiveness during initialization
    • Created an applet version (no more webstart)
    • Switched from pure triangles to triangle strips (less memory, faster)
    • Reduced demo app default height map resolution to 512x512
    • Switched to a tiled rendering method. The plan is to in the future have frustrum culling implemented to increase performance.
    • Various small changes and tweaks

    ...

    Updated October 22nd, 2012 at 02:03 PM by helloworld922

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  2. LWJGL 3D Terrain: Demo and Source code available

    A demo and the source code for creating 3D terrains using LWJGL and OpenGL 3.3+ is now available over at Static Void Games. Props to KevinWorkman for creating the site. NOTE: The page suggests that there is an Applet. This is currently NOT true. Use the Java WebStart version or download and build the source yourself.

    Even as I'm writing this the code available has already been modified and made better. Once I get enough of these changes together I'll update the code and demo.
    ...

    Updated October 6th, 2012 at 07:29 PM by helloworld922

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  3. LWJGL 3D Terrain: Phong lighting implemented

    Finally got the lighting implemented correctly.


    I must say I'm very pleased with the way this has turned out. It looks much better than my previous display-list result:



    This could be because of the lighting and material settings I have, I'm not entirely sure.

    I don't have a lot of time right now so ...
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  4. LWJGL 3D Terrain: Modernizing the code

    In my last post I was able to achieve fairly decent results by creating a static display list and off-loading the drawing code to GPU.

    There's just one problem: This code utilizes features which are "deprecated" and can only be used when running under a backwards compatibility context. Most notably I'm utilizing the direct mode rendering. Starting with OpenGL 3 (I think it's actually 3.3), OpenGL moved to essentially a purely shader-based model.

    So once again, ...

    Updated October 5th, 2012 at 03:28 AM by helloworld922

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  5. LWJGL 3D Terrain Update

    Updated post here. I'm starting to modernize my code by moving to a shader-based model.

    Made some changes to my code and pretty much everything is significantly better. My previous post: LWJGL 3D Terrain



    The aesthetics were greatly improved by switching from bilinear interpolation to a sine-based interpolation function. For more details on how I generated the height map see this page. ...

    Updated October 5th, 2012 at 03:25 AM by helloworld922

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