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Last quarter at school, I had to write a fractal terrain generator in
C++/OpenGL for an assignment.
This last week, I hacked on it to output to Pov. I now have a really
crummy random terrain generator with an OpenGL preview! :-)
The geometry is written as a Povray smooth mesh object. Even though the
program generates per-vertex colors, that information is thrown away
after the window is closed, and I color the terrain in Pov SDL.
I was getting ready to update the program to output mesh2's, but after
playing with some detail renders, I'm starting to wonder if I should
just go with bicubic patches. OTOH, I can easily just crank up the
polygon count of the terrain as needed. :-)
- --
William Tracy
afi### [at] gmail com -- wtr### [at] calpoly edu
You know you've been raytracing too long when you have ever "Hard-Coded"
a bezier patch.
-- Stephan Ahonen
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