Geometry Clipmaps Terrain Tutorial with Source

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12 comments, last by L. Spiro 10 years, 1 month ago

You can leave it as drawing triangle strips, but set glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); to get wire-frame triangles.

I do that with my terrain and it kills the performance. I haven't thought about why as there isn't much overwrie on my terrain (about 0 triangles mapping ot the same pixel to make overdraw). I assume that the polygonMode stll runs the pixel shader on all triangles pixels and not just the edges, but then later discards writing in depth/color for the non edge pixels. Only explanation I can think of off the top of my head. Goes from like 150FPS to 20 or something. so the inner triangle pixels would be overwritten a TON of times in my case.

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I just tried to implement GL_FRONT_AND_BACK in the terrain tutorial - however it doesnt give the desired result. The problem is that I used degenerated triangles at the boundaries of the quad mesh - therefore there are lots of "error-lines" on the screen. To solve this, one would have to create an alternative quad mesh that is not using degenerated triangles.

excuse me, what is a clip map in this context? ive never used the term before.

GeoClipmaps.

L. Spiro

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