Difference between revisions of "Talk:Infinite Terrain"
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Not entirely sure how Linden Lab define "Infinite Terrain", but for those of you that have Oblivion, toggle Distant Land on and off. It should be noted that Oblivion uses [[SpeedTree]] and that one of the "distant view" options is distant trees- this option requires Oblivion to be restarted. (it should also be noted that Oblivion uses DirectX, not OpenGL). | Not entirely sure how Linden Lab define "Infinite Terrain", but for those of you that have Oblivion, toggle Distant Land on and off. It should be noted that Oblivion uses [[SpeedTree]] and that one of the "distant view" options is distant trees- this option requires Oblivion to be restarted. (it should also be noted that Oblivion uses DirectX, not OpenGL). | ||
Too demonstrate what I think the end result of [[Infinite Terrain]] will be like, I've made a short video in Oblivion that demonstrates the distant view options (not that Oblivion has separate view distance sliders for different kinds of "assets").[http://signpostmarv.blip.tv/file/823033/ Oblivion Infinite Terrain Comparison] | |||
[[User:SignpostMarv Martin|SignpostMarv Martin]] | [[User:SignpostMarv Martin|SignpostMarv Martin]] 05:37, 13 April 2008 (PDT) |
Latest revision as of 05:37, 13 April 2008
Implementation Comparison
Not entirely sure how Linden Lab define "Infinite Terrain", but for those of you that have Oblivion, toggle Distant Land on and off. It should be noted that Oblivion uses SpeedTree and that one of the "distant view" options is distant trees- this option requires Oblivion to be restarted. (it should also be noted that Oblivion uses DirectX, not OpenGL).
Too demonstrate what I think the end result of Infinite Terrain will be like, I've made a short video in Oblivion that demonstrates the distant view options (not that Oblivion has separate view distance sliders for different kinds of "assets").Oblivion Infinite Terrain Comparison
SignpostMarv Martin 05:37, 13 April 2008 (PDT)