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Next step in terrain rendering...


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#1 vicx   Members   -  Reputation: 128

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Posted 20 August 2012 - 04:00 PM

Hello again guys!



There were some topics of mine about normals etc etc which I finally resolved. By reading some papers I came up to the point where my application is able to render 16x16 km terrain on my integrated gpu by using precomputed normalmap and few index buffers with different lods for one vertex buffer. Till now I was testing whole stuff on simple loop which draw chunks and fetches heights from heightfield, so I haven't implemented quadtree yet, though it's ready to go in and change whole code again (including complete change in rendering method).

In most cases I was reading philip strugar paper about cdlod, additionaly researching his code. Well, at some point I had no power to go through morphs (possibly there was no quadtree implemented), so I decided to use skirts and it fulfills my needs for now.
At the same time I've gathered some savage methods of texturing. For now I limit myself for 3 ground textures which is my next step in my journey through the complexity of terrain. I did consider making few rendering passes for more than 3-4 textures depending on chunk's needs or try to use texture-atlas.

But, for now I'd like to know how may I set tiling factor/whatever to see the ground detailed from far distance and from close view point, in meanwhile keeping the transition between those levels. Even in strugar's demos it was clearly obvious that he adds detail (it makes smoothy effect when close anyway), but he didn't use many textures. I did the same, but it looks horrible when you enlarge grass tiling and add detail:P
I can't mount overall color texture and use grass etc as detail textures but... yea but... maybe for few heightmaps it won't be horrible memory shock? Let's say the target is 64x64km map - would be enough I think. More, I think quadtree will blow performance down anyway... eh, to the point. I'm still interested in methods of texturing close/far viewpoints. The result I take now is visible on attached screenshot, it's tiling factor is set to approx 1 meter per quad, so from far distance looks like spilled jelly Posted Image I want to see sharp mountains at distance and totally nice rocks from 3 meters, as in ideal terrain:P

What would you advise?Posted Image

screen.jpg

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