Re: An update about geodesics

Stefano Angeleri <[email protected]> Fri, 7 Jun 2013 19:04:07 +0200
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <CAAR4zyQabYNPXRHe88-nfyJq3y=j50_yaYf11cvWVkFhkcXA7Q@mail.gmail.com>
Hi,

As Christian beat me to it I'll just add some things.

Regarding the truncated icosahedron (versus normal) might be more difficult
to map due to more complex formula and so lower performance.
Then on other matters I got to get your blog added to the crystal blog
aggregator http://www.crystalspace3d.org/planet/ (thanks to res - note for
the future he's the one managing it :P, so not going through 5-6 persons
again :D)

As second point res made branches to start working on code, so to all
students who don't have the account setup for R/W in the repositories
please tell us your sourceforge account so it can be set.

It might be nice also if the mapping suggested from Christian was added
also in CS::Geometry

2013/6/7 Christian Van Brussel <[email protected]>

> Hi Benjamin,
>
> On Thu, 2013-06-06 at 01:45 -0400, B. Isherwood wrote:
>
> > First, I have chosen to use a truncated Icosahedron, since it has
> > exactly 12 pentagons and follows a very specific pattern of hexagons
> > and pentagons
>
> Although it is possible to map the squared terrain cells of CS to those
> pentagons and hexagons, are you sure that there aren't any other
> decomposition of the sphere that would use primitives that would be
> easier to map?
>
> Take for example the mapping described at
> http://mathproofs.blogspot.be/2005/07/mapping-cube-to-sphere.html
>
> In this mapping, each terrain cell get mapped quite easily to the
> sphere, and each cell of the mapping grid can be split and merged quite
> easily too for LOD management. Wouldn't it be a better decomposition to
> use?
>
> > have a few questions however, to save time since I was unsuccessful
> > last week at securing the time to work on it so I have just started
> > really working on this about 3 days ago, so I would like to know which
> > classes and functions I would have to look over to get a good grasp on
> > how your renderer works. So if you could get me a list of the classes
> > you think would be the most beneficial for me to look over I would be
> > very appreciative.
>
> The main interfaces that are interesting for you are the terrain2 ones,
> that is the ones in
> http://www.crystalspace3d.org/docs/online/api/terrain2_8h.html. The
> implementation of those interfaces are in plugins/mesh/terrain/terrain2
> and you would need to modify this code in order to add the ability to
> map the terrain cells to the other primitives.
>
> After that you would need to create the tool that would manage the
> terrain mesh in order to create a sphere. You can probably do this by
> defining some new specific interfaces for that, to be put eg in a file
> include/imesh/planet.h, and you would implement this interface in a
> dedicated plugin eg in plugins/mesh/planet.
>
> To generate the terrain, you would use the libnoise wrapper that is in
> CS::Math::Noise. There is an application that is using it and that can
> be taken as an example, it's apps/tools/mocapviewer. Maybe this terrain
> generator can be put in a separate dedicated plugin too.
>
> Finally, for your test application, you can use the
> CS::Utility::DemoApplication interface and other related tools.
>
>
>
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