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Focus On 3D Terrain Programming-OpenGL

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基于OpenGL的地形编程,从地形分布到纹理以及各种LOD方法,还有各种地形方面的特效,讲解清晰,注重原理的说明
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TEAMFLY
Team-Fly
®

Focus On
3D Terrain
Programming
Trent Polack

© 2003 by Premier Press, a division of Course Technology. All rights reserved. No
part of this book may be reproduced or transmitted in any form or by any means,
electronic or mechanical, including photocopying, recording, or by any information
storage or retrieval system without written permission from Premier Press, except for
the inclusion of brief quotations in a review.
The Premier Press logo and related trade dress are trademarks of Premier
Press and may not be used without written permission. All other trademarks
are the property of their respective owners.
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The Premier Press logo and related trade dress are trademarks of Premier Press and
may not be used without written permission. All other trademarks are the property of
their respective owners.
Black and White is a trademark of Black and White Studios. Direct3D and Microsoft
Visual C++ are trademarks of Microsoft Corporation. Starsiege: Tribes is a trademark
of Sierra Entertainment, Inc. TreadMarks is a trademark of Longbow Digital Arts.
All other trademarks are the property of their respective owners.
Important: Premier Press cannot provide software support. Please contact the appropri-
ate software manufacturer’s technical support line or Web site for assistance.
Premier Press and the author have attempted throughout this book to distinguish
proprietary trademarks from descriptive terms by following the capitalization style
used by the manufacturer.
Information contained in this book has been obtained by Premier Press from sources
believed to be reliable. However, because of the possibility of human or mechanical
error by our sources, Premier Press, or others, the Publisher does not guarantee the
accuracy, adequacy, or completeness of any information and is not responsible for any
errors or omissions or the results obtained from use of such information. Readers
should be particularly aware of the fact that the Internet is an ever-changing entity.
Some facts may have changed since this book went to press.
ISBN: 1-59200-028-2
Library of Congress Catalog Card Number: 2002111228
Printed in the United States of America
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Premier Press, a division of Course Technology
2645 Erie Avenue, Suite 41
Cincinnati, Ohio 45208

To my Mom, my step-dad, my sister Gabby,
and all of my friends.
And also to an imaginary tiger-sized cat.

Foreword
H
ow many times have you visited your favorite programming
forum or mailing list and been amazed at the sheer number
of posts on terrain rendering algorithms that seem to fly at you from
every angle? Terrain rendering seems to be a favorite subject among
today’s hobbyist programmers; it serves as an excellent portal to more
demanding problems and their solutions. However, terrain rendering
is by no means a simple problem, and a particular solution can get
rather complex. People from all walks of “programming” life have
tried their hand at coming up with the next best solution for rendering
their idea of a perfect world. Some even dare say that there are as
many terrain rendering algorithms as there are people who write
terrain engines. Most of these solutions are variations of more widely
accepted solutions. These solutions are generally accepted by people
as solutions that give good performance. Some of them have been
around for quite a while and have been modified over the years to
adapt to the ever-changing hardware they are meant to run on.
This book takes three of these generally accepted solutions and puts
them through their paces. I am very pleased to say that one of these
solutions came from my very own puddle of programming ideas
I have popping up every now and again in a flash of enlightenment.
As this book compares three terrain rendering solutions without any
prejudice or bias, I am not one to talk about them, obviously. I will
leave that to the author.
—Willem H. de Boer
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- night0062014-03-14很好的教材
- 含影2013-05-28很好的教材,可以当做学习的基础

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