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#ActualSteve_Segreto

Posted 05 December 2012 - 08:10 PM

You don't need the tessellation data back from the GPU for collision. You can use the heightmap data for collision (assuming you were not intending to procedurally generate height values in the GPU?). The extra vertices are just for eye candy. If you want to allow collision at different LOD resolutions, I recommend doing that work on the CPU with the heightmap data. But it doesn't make much sense to me to have very fine grain triangle collision until you've pretty much reached a set distance to the planet's surface. Further away you can just use a point and radius (sphere) collision.

Here I found this link:

http://prideout.net/blog/?p=48

#1Steve_Segreto

Posted 05 December 2012 - 08:04 PM

You don't need the tessellation data back from the GPU for collision. You can use the heightmap data for collision (assuming you were not intending to procedurally generate height values in the GPU?). The extra vertices are just for eye candy. If you want to allow collision at different LOD resolutions, I recommend doing that work on the CPU with the heightmap data. But it doesn't make much sense to me to have very fine grain triangle collision until you've pretty much reached a set distance to the planet's surface. Further away you can just use a point and radius (sphere) collision.

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