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This is a recompile for the new release of Qt 4.7.
OS4 PORT
========
Flight mode mouse controls are simulated on ADWS.
- Re-enable the mouse by pressing M.
ABOUT
=====
Fracplanet generates random planets and terrain with oceans,
mountains, icecaps and rivers. Parameters are specified interactively
and the results displayed using OpenGL. The generated objects can be
exported as Pov-Ray or Blender models, or as textures.
It uses C++ (with STL and boost), Qt and OpenGL.
Home page: http://www.bottlenose.demon.co.uk/share/fracplanet
Author: timday at timday dot com
LICENSE
=======
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
[The license should be in the LICENSE file in this directory]
USAGE
=====
User documentation is contained in fracplanet.htm and accessible
from the ABout tab of the application while running.
If you just want to dive in all you need to know is this:
After changing ANY of the terrain generation parameters, you must
hit "regenerate" to create and display a new model.
This keeps the random seeds for terrain and river generation the same.
There are a couple of extra buttons which also change the random seed
for the terrain or river network before regenerating,
Most of the parameter entry fields have tooltips on them which
give an idea of what they're about.
To begin with it's best to start by making small changes
to most parameters, especially the number of subdivisions.
PERFORMANCE
===========
The biggest factor influencing performance (both generation and
display) is the degree of subdivision. For 9 subdivisions
(for a planet) around 260MB of memory is required. 10 subdivisions
needs just over a gigabyte. Needless to say, if it starts swapping,
it's not pretty.
On a 2.4GHz machine with a GeForce4 (well, an "MX") and the Nvidia OpenGL
drivers display rates start to suffer around subdivision level 7 (for planets).
A NVidia 5200 will get to the next level.
See the BUGS file for other issues.
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Contents of gfx/fract/fracplanet.lhaPERMISSION UID GID PACKED SIZE RATIO METHOD CRC STAMP NAME
---------- ----------- ------- ------- ------ ---------- ------------ ----------
[unknown] 9578 11420 83.9% -lh6- 266d Jul 27 21:41 fracplanet.info
[unknown] 376791 1396078 27.0% -lh6- de04 Jul 27 20:36 fracplanet/fracplanet
[unknown] 10313 28480 36.2% -lh6- 6f73 Oct 4 2009 fracplanet/fracplanet.htm
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[unknown] 23259 27458 84.7% -lh6- add1 Jul 27 21:41 fracplanet/fracplanet.info
[unknown] 1537 2850 53.9% -lh6- 76ec Jul 27 21:23 fracplanet/fracplanet.readme
[unknown] 3164 5120 61.8% -lh6- a894 Jul 27 21:41 fracplanet/fracplanet.readme.info
[unknown] 0 0 ****** -lh0- 0000 Jan 19 2012 fracplanet/source/.pch/release-shared/
[unknown] 1729 3406 50.8% -lh6- cb00 Oct 4 2009 fracplanet/source/BUGS
[unknown] 71 71 100.0% -lh0- f0b6 Aug 28 2008 fracplanet/source/BUILD
[unknown] 641 1997 32.1% -lh6- e648 Oct 1 2009 fracplanet/source/common.cpp
[unknown] 1333 4303 31.0% -lh6- 32f9 Oct 2 2009 fracplanet/source/common.h
[unknown] 570 1151 49.5% -lh6- d960 Oct 1 2009 fracplanet/source/configure
[unknown] 826 2195 37.6% -lh6- 7d20 Oct 1 2009 fracplanet/source/control.cpp
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[unknown] 5139 11620 44.2% -lh6- 96f0 Jul 27 20:12 fracplanet/source/obj/noise.o
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