but its kinda weird a perfect circle?]]>

Wow so can you like, zoom in and glide over it and go through it?

the way i have it at the moment, is you have a free-camera you can control.

]]>As an update, ive now re-programmed it, much neater and incoperated my algorithm for generating a geodesic sphere mesh into it so its much nicer now in terms of consistency i.e. all triangles are pretty much same size, rather than being smaller at poles and larger at equator so the detail around the mesh is consistent.

here you see 3 couples of images (mesh + solid/water) from less detailed - to most detailed is 3,5,7 iterations respectively in the tesselation for the geodesic sphere each with respectively (for terrain) 1,280. 20,480. 327,680. triangles respectively

these are all done with very high displacements to show off the algorithm a bit more than if it was very spherical, but you can ofcourse like in the .exe in the first link, with the non geodesic's have a much more spherical planet generated

]]>Very nice image.

]]>You can post images now

]]>So i thought i would have a go at it

Heres the application:

http://www.helnet.org/ngup/uploads/97107 1_planet.zip

press space to generate new planet

press espace to exit

:

It generates a sphere, and displaces the vertices from centre with a 3D perlin noise function, it then runs through triangles incrementing vertex normals with normal of triangle, then normalises all vertex normals (so smooth shading) and then runs through triangles again, this time with information and renders it to a display list in OpenGL (vertex colours are equal to the normals here)

It also renders a nice semi-transparent sphere through it for water;

Heres what it can look like if i make the displacement larger

]]>