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1 | http://www.iddevnet.com/doom3/ |
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2 | http://sigget.rivin.se/games/doom3/index.html#fileformats |
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3 | http://duff.geology.washington.edu/data/raster/tenmeter/onebytwo10/index.html |
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4 | http://libsh.org/ref/online/ |
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5 | http://www.bearcave.com/misl/misl_tech/wavelets/compression/ |
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6 | http://globe.sintef.no/documentation/projection.html |
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7 | http://www.vterrain.org/Textures/spherical.html |
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8 | http://www.math.uni-bremen.de/~justen/Mich/planetrendering_e.html |
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9 | http://lodbook.com/source/ |
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10 | http://www.humus.ca/3D/index.php?page=OpenGL&start=8 |
1 | http://developer.infi.nl/index.php?ID=5 |
11 | http://developer.infi.nl/index.php?ID=5 |
2 | http://www.cc.gatech.edu/~lindstro/papers/vis2001a/ |
12 | http://www.cc.gatech.edu/~lindstro/papers/vis2001a/ |
3 | http://www.labri.fr/Perso/~granier/OpenGL/ext/videocards.html |
13 | http://www.labri.fr/Perso/~granier/OpenGL/ext/videocards.html |
4 | http://www.codesampler.com/oglsrc.htm |
14 | http://www.codesampler.com/oglsrc.htm |
5 | http://www.zanir.szm.sk/dx10-19.html |
15 | http://www.zanir.szm.sk/dx10-19.html |
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17 | TODO: weg mit glFrustum, tut nur ungutes mit unserer z-koordinate |
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7 | TODO (auch elmex): |
19 | TODO (auch elmex): |
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20 | |
9 | * oct-diagonale exakt berechnen |
21 | * oct-diagonale exakt berechnen |
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22 | |