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I have recently decided to start a blog over to Blogger.
There are a few reasons for this:
1. I'm interested in many things other than just Java (and even programming), I figured it would make sense to create a blog where I could focus on these aspects.
2. Blogger allows me to use raw Javascript/HTML/etc. in my posts. This allows me to put advanced features into my pages/posts (for example collapsing menus). It also motivates me to learn client-side web
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
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.
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
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,