[OpenGL 3D Engine] Quadtree Terrain Editor

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Showcase of my Terrain Editor for setting up the tessellation function and the Continuous Distance Dependent Level of Detail tiling at runtime.
CDLOD algorithm performed on CPU and Vertex Shader.
Tessellation executed with Tessellation and Geometry Shader.

Tutorial about the computation of the TBN matrix and Normalmapping on static and dynamic polygon meshes.
Tangent/Bitangent Precomputaion on CPU for static meshes and realtime computation in GLSL Geometry Shaders for dynamic (hardware tessellated) meshes.

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I've never seen anything as incredible as this, I was always impressed to see it. Is amazing.

LordFers
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You're doing an awesome job with this! I'm currently rewriting my own editor and adding GUI to it, in addition to rewriting most of the routines because they were just bad, hah.

Is your GUI what comes with your engine?
BTW, I like your new icon, pretty cool looking.

lumak
welcome to shbcf.ru