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Vangoule

Member Since 28 Jan 2013
Offline Last Active Feb 26 2013 08:57 AM
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#5029085 OpenGL Procedural Planet Generation - Quadtrees and Geomipmapping

Posted by Vangoule on 05 February 2013 - 11:17 AM

Using an actual sphere rather than using a cube seems a much harder way to actually accomplish what i'm doing. The cube system i'm using now shows no seams and the heights carry on perfectly due to the noise being 3D using the position of the vertex. The only thing i need to worry about at the moment is splitting it into patches which is the thing that's not working. GPU Tessellation would be nice but that doesn't change the fact i still need patches for it to work on. I'm at the point of ripping my hair out with this Quad Tree. The positioning just won't happen...




#5027960 GLUT or native window?

Posted by Vangoule on 01 February 2013 - 04:21 PM

Performance wise - Programming with the native libraries is probably the best bet. Glut has several issues such as not being able to control your main loop and how it exits. As well as some licensing issues that require the use of Freeglut. SDL/SFML/GLFW is probably the best bet if you want to make a cross platform window as these all give you control and some nice extra features. Personally i use SFML 2.0. Windows programming is very messy and un-intuitive, not to mention not cross platform (Obviously) and so i generally avoid it. I don't belive Glut has been updated in a long time either but i may be wrong. I'm quite sure that the window has little effect performance wise. It's more to do with how you develop your application. Just use whatever library you feel most comfortable with and allows you to get your applications running fast.




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