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GLScene 0538f8f6ce Updated v.2.0 for Delphi/C++Builder 5 жил өмнө
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Data 0538f8f6ce Updated v.2.0 for Delphi/C++Builder 5 жил өмнө
Splitter 0538f8f6ce Updated v.2.0 for Delphi/C++Builder 5 жил өмнө
Archipelago.cbproj 0538f8f6ce Updated v.2.0 for Delphi/C++Builder 5 жил өмнө
Archipelago.cpp 0538f8f6ce Updated v.2.0 for Delphi/C++Builder 5 жил өмнө
ISS.TXT 0538f8f6ce Updated v.2.0 for Delphi/C++Builder 5 жил өмнө
Readme.txt 0538f8f6ce Updated v.2.0 for Delphi/C++Builder 5 жил өмнө
TextureMap.jpg 0538f8f6ce Updated v.2.0 for Delphi/C++Builder 5 жил өмнө
Unit1.cpp 0538f8f6ce Updated v.2.0 for Delphi/C++Builder 5 жил өмнө
Unit1.dfm 0538f8f6ce Updated v.2.0 for Delphi/C++Builder 5 жил өмнө
Unit1.h 0538f8f6ce Updated v.2.0 for Delphi/C++Builder 5 жил өмнө

Readme.txt

Archipelago GLScene demo v1.01 (http://glscene.org)

>>>>>> BEFORE starting the demo: <<<<<<

"splitter.exe" from the data subdirectory will be run,
to cut the big .jpg into many .bmp (textures).
Uses 48MB of disk space for full-resolution textures
(recommended if you have a board with 64+ MB of memory).
You can re-run it later to generate higher/lower resolution
textures.

---------------------------------------

This demo illustrates the terrain rendering as well as use
of several other components for custom rendering needs.
The terrain rendered is based on a 512x512 heightmap which
is dynamically tesselated (by a ROAM-like algorithm), and
a 4096x4096 texture map split into 16 1024x1024 tiles
(at medium resolution, that's 512x512 tiles, and at low
resolution, 256x256 tiles).

Graphics board memory requirements:
- 128+ MB: no issues, you can even comment out the texture
compression request in the code for reduced loading times.
- 64 MB: no issues, as long as texture compression is on.
- 32 MB: use medium resolution option, may require to use
low resolution to achieve decent performance.
- 16 MB or less : use low resolution.

When the program is running, you can access a mini-help via 'F1'.
Movements and camera orientation are controled by arrow keys and
the mouse respectively, camera altitude is controled with
pageup/pagedown. Exit with the ESC key.

Approximative framerates at startup camera angle & position:
- Athlon XP 1800+ / GF4 Ti 4200: >210 FPS
- Athlon XP 1800+ / GF2 Pro: >140 FPS

Credits and kindly contributed resources by:

- Terrain elevation map and textures : Mattias Fagerlund
(http://www.cambrianlabs.com/Mattias/), heightmap and sedimentation
map created by World Machine from Stephen Schmitt
(http://students.washington.edu/sschmitt/world/)
- Sailboat model and textures : Daniel Polli
([email protected], http://virtualsailor.dansteph.com)
- Water and detail textures from Lemog's 3D Textures
(http://www.3dtextures.fr.st/)
- Inno Setup was used for the installer
(http://www.jrsoftware.org/isinfo.php)

Please, do not use/reuse the resources without prior consent
of their respective owners, only the code is under MPL!

Changes to v1.01:
- added test to warn users that forgot to run "splitter.exe"
- texture filtering CLAMP_TO_EDGE to fix seams on ATI hardware
- reversed sailboat texture name (was mirrored horizontally)
- added warning for graphics boards memory requirements
- splitter.exe includes basic (low quality) resampling support

Eric Grange
http://glscene.org