Tree/Forest LOD

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32 comments, last by _DarkWIng_ 21 years ago
Etus :
1) it uses register combibers or fragment shaders for most of the stuff.
2) I used that paper for sky gradient. it runs in realtime so it reflect channges in sun position

You should never let your fears become the boundaries of your dreams.
You should never let your fears become the boundaries of your dreams.
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If you want to do true imposters, there is a tutorial by Tom Forsythe in games programming gems 2. Its actually a fairly complex thing to do well due to the following :

- what do you do about animation?
- lighting (if it changes)
- viewing angle (this can make it really ugly, so you have to dynamically update.)
- distance.

Afraid the article isn''t available on line. Good luck though, your engine looks good so far
DanH: all the conditions you''re talking about can be summarized in a single question : heuristic. Once you get the good heuristic, the number of conditions is a transparent problem.
quote:Original post by Zemedelec
Original post by _DarkWIng_
But we face another problem with the trees now - the whole system is DIP calls limited


IB can be recompiled each frame from small pieces. So the number of DIP calls can be minimized.

I think that the following scheme can be good:

1.) Rendering tree into texture (every N frames)
2.) Rendering this texture as a billboard.

N can be computed from the distance and speed of the camera (~screen error).



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