   Any open-source d3d implementation of geomipmapped terrain?
  Does anyone know of any open-source direct3d based implementation of geomipmapped terrain? Willem de Boer's paper about geomipmapping contained a link to an URL where he had released an open source version of his algorithm, but that URL no longer existed when I tried it. Is there anyway of getting hold of that code or is it no longer public?   
Quote:Original post by all_names_takenDoes anyone know of any open-source direct3d based implementation of geomipmapped terrain?I don't know but I would suggest you to not rely on what you see on the net. The public geomipmapping algorithm does have some drawbacks on which you can improve quite easily.I apologize to say you that but if you get the algo you don't need a working implementation. Yes, I hate voodoo programming!   ;Quote:Original post by KrohmQuote:Original post by all_names_takenDoes anyone know of any open-source direct3d based implementation of geomipmapped terrain?I don't know but I would suggest you to not rely on what you see on the net. The public geomipmapping algorithm does have some drawbacks on which you can improve quite easily.I apologize to say you that but if you get the algo you don't need a working implementation. Yes, I hate voodoo programming!hehe I think I understand the algorithm but it would take a long time to implement everything correctly with index buffer generation etc. when the landscape part is only a minor part of the entire game I want to make. I'm using the laziness principle of programming - use complete components when they exist :). Too bad it's not available anymore because there was a URL with a full implementation available when the .pdf paper was written...   ;  I wrote one, but I'm at work now and can't get it. It works fairly well, but there's some odd bugs with it. I was using skirts and a dynamic IB. I also had a little manager class to hand out segments of a VB/IB, to avoid swapping all the time.I'll try and look it out when I get home (In about 9 hours)   ;  Thanks a lot!   ;Link It's a VS2005 workspace, but it used to be a VS2003 one which I started converting. I've gout about 20 different things to do just now, so I don't have time to make it actually compile, sorry. I'll take a look at it later and edit this post if I have time.The main code is in Terrain.cpp and Terrain.h, and there's some screenshots of how it should look Here, Here and Here. Feel free to do whatever you like with any of that code, I don't care any more [smile]   