[2236] | 1 | Overview
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| 2 | --------
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| 3 |
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| 4 | This demo shows the integration of the LodStrips multiresolution algorithm
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| 5 | into the Shark3D game engine. The demo features a multiresolution object
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| 6 | whose level of deail decreases as well as the object moves further away from
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| 7 | the observer.
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| 8 |
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| 9 | Please, read the following to know how to build/run the demo.
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| 10 |
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| 11 |
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| 12 |
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| 13 | Compiling the modules
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| 14 | ---------------------
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| 15 |
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| 16 | In order to run the demo, first the new modules, which implement a mesh file
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| 17 | loader and a new renderer, must be compiled. This distribution includes the
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| 18 | precompiled modules so that you do not need to build them. However, you can
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| 19 | compile them with Visual studio NET 7.1 using the solution file located in:
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| 20 |
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| 21 | .\build\win32_vc7x1\SharkGeometryModules.sln
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| 22 |
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| 23 | As the Shark3D SDK is not included in this distribution, you need to have it
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| 24 | properly installed in your system. To compile the solution you must configure
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| 25 | it so that it can find the Shark3D SDK files. For each project you must:
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| 26 | - Configure the includes path (using the properties dialog for each project)
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| 27 | - Configure the libraries path (search for CLODD3D9_LIBDIR in the source code)
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| 28 |
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| 29 | Once compiled, resulting DLLs are located in the bin\ directory.
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| 30 |
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| 31 |
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| 32 |
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| 33 | Building the Demo
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| 34 | -----------------
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| 35 |
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| 36 | Before you can run the demo, it must be built. To build it you simply must
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| 37 | execute the program:
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| 38 |
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| 39 | .\clod_head_demo_win32\win32_editor.bat
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| 40 |
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| 41 | and push the 'Make' button. This process takes a while. When the process ends,
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| 42 | you can run the demo using the 'Run' button.
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| 43 |
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| 44 |
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| 45 | Running the Demo
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| 46 | ----------------
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| 47 | Then the demo is finally running (see previous section), you will see a head
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| 48 | floating in the air. That head features a multiresolution object whose level
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| 49 | of detail changes as well as the camera moves away from it. To be able to move
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| 50 | the camera, enter in GOD mode (press key 'g') and use the arrow keys. Use the
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| 51 | mouse while pressing the left button to change the viewing direction.
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| 52 | When it is far from the viewer, the object decreases its level of detail up to
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| 53 | a 1%. You can inspect the mesh to see the 'lodding' entering in wireframe mode
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| 54 | (key 'w').
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| 55 |
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| 56 |
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