TINMAN 3D / REALTIME TERRAIN
Software Development Kit - User Manual

Demo Application

You can start the demo application by running any of its executables in the binaries folder of the Tinman 3D SDK package:

bin/win.*/tinman3d_demo

To get your hands on the source code, please open the demo application project:

src.cs/Tinman3D.SDK.CSharp.sln (Visual Studio 2013)
src.cpp/Tinman3D.SDK.Cpp.sln   (Visual Studio 2013) 

If you run into problems while running the demo application, try deleting the settings. This will restore the defaults. You can find the settings in the Tinman 3D SDK package:

temp/Tinman3D.Demo/*

Tutorial_00_Engine

This tutorial demostrates how to use the Tinman Engine to create a simple application.

It also shows how to generate licence requests for User and Domain licences (see Licensing and Pricing).

The only functionality are four global hotkeys:

Key Description
[Back]

Ends the current tutorial and shows a list of all existing tutorials.

Another tutorial is chosen by pressing it associated letter key.

This hotkey is available in the other tutorials as well.

[Esc]

Ends the demo application.

This hotkey is available in the other tutorials as well.

[F1]
Toggles display of the user interface overlay.
[F12]
Toggles full-screen mode.

 

Source Code:

src.cpp/demo/Tutorial_00_Engine.cpp
src.cs/demo/Tutorials/Tutorial_00_Engine.cs

Tutorial_01_Tinman

This tutorial is a minimalistic exampe on how to open a terrain dataset and render it as a continuous level of detail mesh in 3D.

 

Source Code:

src.cpp/demo/Tutorial_01_Tinman.cpp
src.cs/demo/Tutorials/Tutorial_01_Tinman.cs

Tutorial_02_0_Terrain

 

This tutorial loads an artistic terrain (16.384 by 16.384) and renders it in realtime using continuous level of detail.

It demonstrates various aspects of terrain rendering interactively, such as:

The mouse is captured by this tutorial. To release it, perform a task switch via [Alt-Tab].

The tutorial introduces the 6-DOF camera controls which are used by all other tutorials as well: Basically, you use the keyboard to move along the camera axes and the mouse to yaw, pitch and roll:

Key Description
[W,S]
Moves forwards and backwards.
[A,D]
Moves to the left and to the right.
[R,F]
Moves upwards and downwards.
[Q,E]
Rolls left and right.

 

Source Code:

src.cpp/demo/Tutorial_02_0_Terrain.cpp
src.cs/demo/Tutorials/Tutorial_02_0_Terrain.cs

Tutorial_02_1_Decaling

This tutorial explains how to put decal textures onto the terrain surface

Decals are rendered at arbitrary orientations, without generating additional geometry. All rendering is performed using buffered geometry.

 

Source Code:

src.cpp/demo/Tutorial_02_1_Decaling.cpp
src.cs/demo/Tutorials/Tutorial_02_1_Decaling.cs

Tutorial_02_2_Painting

This tutorial shows how to use brushes to paint on raster datasets, modifying the elevation, material and displacement layers.

If you have painted too much and want to start fresh, just delete this file in the Tinman 3D SDK package:

temp/Tinman3D.Demo/Tutorial_02_2_Painting/Lakes.Painted.hgt

 

Source Code:

src.cpp/demo/Tutorial_02_2_Painting.cpp
src.cs/demo/Tutorials/Tutorial_02_2_Painting.cs

Tutorial_03_Planet

This tutorial consumes the raster datasets of the Geodata Examples and renders a whole planetary body (Earth, Moon or Mars).

If you add geodata using the processing scripts of the Geodata Examples, it will be used by this tutorial.

Additional geodata is streamed from http://www.tinman3d.com. It includes a 30m near-global DEM, a 10m DEM of the United States and a 3m DEM covering parts of the US (see Geodata Examples for details and citation).

The terrain textures are cached in this file in the Tinman 3D SDK pacakge:

temp/Tinman3D.Demo/Tutorial_03_Planet/textures.pyc

Newly imported texture data will not show up until you delete the texture cache file.

 

Source Code:

src.cpp/demo/Tutorial_03_Planet.cpp
src.cs/demo/Tutorials/Tutorial_03_Planet.cs

Tutorial_04_Canvas

This tutorial demonstrates how to create a 2D canvas for browsing raster datasets.

The Geodata Examples can be browsed with this tutorial.

If you add geodata using the processing scripts of the Geodata Examples, it will be used by this tutorial.

 

Source Code:

src.cpp/demo/Tutorial_04_Canvas.cpp
src.cs/demo/Tutorials/Tutorial_04_Canvas.cs

Tutorial_05_Import

This tutorial shows how to import geodata and render it on a global Earth terrain.

To import geodata, put the geodata files in this directory and run the tutorial:

data/import/

Metadata is read from ths file, please make sure not to delete it:

data/import/epsg-8.6.dat

 

Source Code:

src.cpp/demo/Tutorial_05_Import.cpp
src.cs/demo/Tutorials/Tutorial_05_Import.cs