@Shockwave :
all three fog modes supported by Opengl Smiley I guess that it would be easy to alter the fog density too?
An other fog mathod is planned : Perlin Noise Fog (I saw some methods using it on the net and it looks bloody realistic

) And yes, the fog density is easily alterable (even in real-time if wanted). The fog's density can be changed when setting the fog :
Set_Fog METHOD, DENSITY=0
Method : Linear (Density has no effect) / Exponential (you just have to select the desired density)Using the terrain to test the engine looks better, it looks very accomplished, the supersampled version ran at 3fps here, which surprisingly was quite useable. In fact it reminded me of flying around in the game "FA18 Interceptor" on the Amiga, sometimes when you were flying around and there were several things on the screen at once, it used to drop to less than 2fps! Still, that game really rocked.
The way that you have your mouse controls set up at the moment it's quite similar to the controls of an aircraft.
Well, in fact the
aircraft-style-mouse-control wasn't wanted ^^ 'still working on it

Am I right in thinking that all the triangles are both textured and gourad shaded?
You're right

But the engine can still handle flat shaded and non shaded polys.
[...] Does this mean that you are rendering things in a temporary buffer and then copying them to the framebuffer?
Well the line of code you copied is used when clipping : it copies a temporary list of vertices to the one which will be returned. The only "temporary" graphics buffer I use is the one used for super sampling
I really am impressed at how good the scenery looks though Hezad, you made a great job of it Smiley
Thanks

@hellfire
The "normal" version runs at 18fps while the supersampled one does 3, which is basically unusable Wink
Sure

In fact, I start to know what I want with this engine : Since I want to experiment a lot of stuff (even, non real time stuff), I'll work on two versions of the engine : A real-time one, and a CG one, the real-time could be used for games and the CG version could be used for some kind of a CG renderer.
If you have a look at the supersampled image you can see how few pixels actually benefit from it and how "global" supersampling merely wastes power.
Well here, you're totally right. The super sampling doesn't really affects the rendering quality. But when objects are more "curved" or complex (spheres, tores, future loaded objects :p), the super-sampling brought a huge difference. I'll try to make a test image to compare both versions.
The sky-sphere works amazingly well and integrates perfectly into the terrain!
Also the lighting achieves a very natural look.
Cool

'glad you liked the lighting, I wondered some time to find the good blend between fog color, ambiant color and light color :p
I noticed you used gouraud shading on the sky, too, which probably doesn't make sense because the texture captures the surrounding (including the light-source)
actually you would set up your light-sources to match the sky-texture and local lights won't reach the sky.
In fact, the sky in not shaded

wherever the lights are, whatever the number of lights is, the sky will always look the same (normally), excepted when fog changes its apparent color of course

I'm also pretty sure that you can easily optimize your code to do twice the framerate Smiley
That would be bloody awesome ^^ But my coding skills appear really weak to myself when it has to do with optimization. I will do it, but it will take time I guess

First, I should use the stuff you wrote about : Using Vertex listings and triangle list instead of 3 vertices per triangle, it should drastically improve the speed, but I'm not very sure about how to convert my code to this yet.
Thanks a lot to both of you, your commentaries always motive me
