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Proland_dev

My development clone of Inria's Proland: Proland home page

The goal is to update and modify the Proland code to be in accordance with OpenGL 3.3, and to work on a standard laptop with intel HD Graphics (Proland was earlier tested only on NVIDIA hardware).

##Introduction Proland is a C++/OpenGL library for the real-time rendering of multi-resolution terrains (up to whole planets), the real-time management and edition of vector data (representing for instance roads or rivers), the rendering of atmosphere and clouds, the rendering and animation of the oceans, and the rendering of forests. All data are loaded or generated on the fly according to the viewpoint, and can be combined procedurally. For instance the shape and texture of a terrain can be modified using vector data representing roads and rivers.

Proland uses the Ork rendering library. You can find my version of ork here: My Ork on github

##Background This clone of the Proland librabry is mainly meant to be able to build and run Proland libraries and examples on my Linux computer. The code hierarchy is largely maintained, but the build system is changed to CMake.

##Overview of the library Proland is made of a core library and of 7 plugins:

  • Core library
  • Terrain plugin
  • Atmo plugin
  • Ocean plugin
  • Forrest plugin
  • Graph plugin
  • River plugin
  • Edit plugin

##Screen Shots Some new screen shots using srtm/blue marble data sets

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Below is a screenshot of the use of precomputed atmospheric scattering. alt text

Below is a screenshot of the use of precomputed atmospheric scattering together with the ocean module, using the Ocean FFT algorithm. alt text

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Current status

  • All modules are includes and now runs on a normal Linux computer with OpenGL 3.3
  • Some issues still exists with the use of CPUBuffers from Ork
  • Som bugs in the forest/trees rendering (These shaders where translated from Shader model 4 to 3.3 to work on my laptop)

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