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License: Other
Interactive 3D terrain simulation using OpenGL 4 and Qt 5.
License: Other
If you are translating the camera and continuously rotating, there is a choppy effect. If you translate and rotate side to side very rapidly, it seems the camera does not translate as desired. I think mathematically the camera is doing everything correct, and that it is just a problem with HID sampling.
There is a build error with the latest version of GCC shipping with Qt Creator originating from the GLM dependency. Update the GLM dependency to the latest version.
There is currently no optimization for rendering meshes. Each mesh render call is sent to the graphics driver separately and is very slow. Rendering 1000 trees results in pitiful frame rates <10fps. Implement a batch/instance mesh rendering queue.
When rendering with different block sizes, the distance thresholds don't make sense. For example, with a block size of 8, a distance of 2 blocks is really 16. With a block size of 16, the distance is really 32. The problem is that the LOD calculations are based on block distance and not actual distance.
You are doing integer division for the aspect ratio in the constructor. Probably causing the off warping when looking around.
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