Requirements: GLUI v2 (only to build the sources), GLUT, OpenGL.
Note: you may need to edit the makefile in Linux to set the paths for your system.
Terrain smoothing with matrix filters
Particle deposition algorithm for terrain generation
simple water plane
Added the mid point displacement algorithm for terrain generation
Algorithms for terrain generation: Fault and Circles
Full control over the parameters.
Two navigation modes: Examine and Fly.
OpenGL window grabber.
Save the height map as a TGA image.
Load a TGA image (non-compressed, and no index colors) and build the height map.
Very Short Users Manual (for more information see the Terrain Tutorial):
Image: input the file name of a non-compressed RGB(A) or Greyscale TGA image. A height map will be built using the image data.
Generate: takes a width and height and generates a flat terrain
Surface Type: Choose between Triangles and Quads.
Surface Mode: Wireframe or Solid
Surface Lighting: OpenGL, Simulated, or Off
Surface Normals: if checked normals will be generated for the height map
Scale Heights: set the minimum and maximum height for the surface.
Scale Heights Apply: Apply the height scale.
Scale Heights Reset: Set the minimum height to 0 and the maximum height to 20
Show water plane: shows a blue horizontal plane.
Height: set the height of the water plane
Screen Shot: Grabs the OpenGL and saves it as a TGA image. Filenames are given sequentially, 3dtechscreenxxx, where xxx starts at 0.
Save as TGA: Convert the height field to a TGA image
Function: select the function for terrain generation
Random Seed: random seeds only take effect when a new terrain is generated
Max. Disp: Selects the maximum displacement, i.e. the displacement for the first iteration
Min. Disp: Select the mimimum displacement
Interval: The displacement will decrease from max disp to min disp over a number of iterations, this field specifies that number of iterations. After the number of iterations is reached the displacement will be equal to the minimum displacement
Wave Size: Only valid for Fault-Sine and Fault-Cosine. It is the amplitude of the function. The larger the smoother the terrain.
Circle Size: Only valid for the circles algorithm. It is the radius of the circle
Sticking Particles: sets the particle mode. If checked the particles will stick where they are deposited, otherwise they will roll to form a smoother surface
Add. iterations: input here a number of iterations to add to the current total
it done: displays the number of iterations to date
Show: if checked it will show every iteration, otherwise you'll only see the results in the end.
Start: adds the number of iterations in "Add. iterations" to the total counter and starts iterating
Stop: stops the terrain generation
Roughness: determines the general look of the terrain, 1 is the default value. Higher values create rougher terrains.
Steps: The number of steps for the midpoint displacement algorithm. This determines the size of the terrain, so if the step is n, the terrain will be 2^n+1. For instance for n = 7, will end up with a terrain 129x129.
Roughness: sets the roughness of the surface for the midpoint displacement algorithm. Use higher values for rougher surfaces, smaller values will provide a smoother terrain
Steps: the number of iterations for the midpoint displacement algorithm. The terrain will be a square with ((2^n)+1) x ((2^n)+1), where n is the number of steps.
k: smoothing constant. Varies between 0 and 1. Higher values provide smoother surfaces.
Show Filter Options: Opens the Filter Options window
Examine: Use the GLUI controls
Fly: arrows move and rotate the camera, the mouse (button pressed) also changes the orientation. (note: if the mouse button is pressed and you press either up or down you'll move much faster than without the mouse button pressed)
Filter: Select one of the predefined filters
Go For It!: Apply the filter defined in the matrix
Close Me: Close this window
The entries in the Matrix panel show the filter to apply. You can edit these values to create your own filters.