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=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmxde> wrote:
>
> ... from the original ASCII tiles ...
so if not hgt, thats even easier, no byte swapping
scanning files is well demonstrated in C
main.c that is, its in utilities
sample would be cool
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Hi(gh)!
On 09.12.19 08:36, Melody wrote:
> =?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmxde> wrote:
>
>>
>> ... from the original ASCII tiles ...
>
> so if not hgt, thats even easier, no byte swapping
>
> scanning files is well demonstrated in C
> main.c that is, its in utilities
>
> sample would be cool
Sorry that I have to disappoint you - but doing this in C++ turned out
to be even slower than in POV-Ray SDL! Roughly estimated, a complete
3601 by 3601 mesh2 will now take 115 days to be processed...
On the other hand, with anti-aliasing I probably get rid of the artifact
pixels (at least a test render with only 100 by 100 measuring points
looks that way)... currently, I generate a full-resolution mesh2 for the
Kabul area, which will be done in about 90 minutes.
See you in Khyberspace!
Yadgar
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