brute terrain, now what ?
Hi all,
I''ve code my brute force terrain using direct3d. Now, first off, I have used triangle lists - ok, I know this is going to be slow, now, should I:
1. Convert it to use triangle strips or
2. Use index buffers
Ok, when the above is done I am thinking of using Geomimmapping with some LOD, is this a good choice for faster rendering ?
Kind regards,
Steve
As I get older, my mind becomes more cluttered.
quote:
I''ve code my brute force terrain using direct3d. Now, first off, I have used triangle lists - ok, I know this is going to be slow, now, should I:
1. Convert it to use triangle strips or
2. Use index buffers
Both. Ie: use indexed tristrips. That''s pretty much the fastest geometric primitive supported by today''s hardware.
quote:
Ok, when the above is done I am thinking of using Geomimmapping with some LOD, is this a good choice for faster rendering ?
Yes, it most definitely is
Thanks Yann,
Is it easy to use strips with index buffer ?
At the moment I just render one big vertex buffer as :
g_pDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 32*32*2);
Many thanks,
Steve
Is it easy to use strips with index buffer ?
At the moment I just render one big vertex buffer as :
g_pDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 32*32*2);
Many thanks,
Steve
*cough* blatent plug *cough*
You could always check out "Focus on 3D Terrain Programming ," I''ve heard that''s a great book... Yeah... *cough* Look at my signature *cough*
Trent Polack
trent.codershq.com
trent@codershq.com
Author of Focus on 3D Terrain Programming
You could always check out "Focus on 3D Terrain Programming ," I''ve heard that''s a great book... Yeah... *cough* Look at my signature *cough*
Trent Polack
trent.codershq.com
trent@codershq.com
Author of Focus on 3D Terrain Programming
quote:Original post by mittens
*cough* blatent plug *cough*
You could always check out "Focus on 3D Terrain Programming ," I''ve heard that''s a great book... Yeah... *cough* Look at my signature *cough*
Trent Polack
trent.codershq.com
trent@codershq.com
Author of Focus on 3D Terrain Programming
HAG :D
Thanks for the information Mittens,
I have actually got the book, got it a few days ago, this is why I was asking over geomipmapping, hadn''t heard of it until I read about it in that book :-)
Guess I''m a bit of a slow learner on this subject as I still would like to know how you work out the patches, for example, if my terrain was 256x256 quads and my patch size is made up of 16x16 quads, I guess this means 256 patches ? But what do I put in these patches ? Is it the vertices from the camera pos to the users position - I mean the 16x16 quads the user is positioned in, then set the LOD from the distance formula ?
Sorry to sound a real dumb a**!
Steve
As I get older, my mind becomes more cluttered.
I have actually got the book, got it a few days ago, this is why I was asking over geomipmapping, hadn''t heard of it until I read about it in that book :-)
Guess I''m a bit of a slow learner on this subject as I still would like to know how you work out the patches, for example, if my terrain was 256x256 quads and my patch size is made up of 16x16 quads, I guess this means 256 patches ? But what do I put in these patches ? Is it the vertices from the camera pos to the users position - I mean the 16x16 quads the user is positioned in, then set the LOD from the distance formula ?
Sorry to sound a real dumb a**!
Steve
As I get older, my mind becomes more cluttered.
quote:Original post by mittens
*cough* blatent plug *cough*
You could always check out "Focus on 3D Terrain Programming ," I''ve heard that''s a great book... Yeah... *cough* Look at my signature *cough*
<FONT COLOR="#42cc2c">Trent Polack </FONT>
<A HREF= "http://trent.codershq.com">trent.codershq.com</a>
<A HREF= "mailto: trent@codershq.com">trent@codershq.com</a>
Author of <A HREF= "http://www.amazon.com/exec/obidos/tg/detail/-/1592000282/qid=1038265053/sr=8-1/ref=sr_8_1/103-7131566-8448637?v=glance&s=books&n=507846">Focus on 3D Terrain Programming</A>
Will this book be easy to follow if i am using directx ?
I am using DirectX, the book is written in a simple manner and the alogrithms explained are not API specific. I would recommend the book. I think the reason I am struggling with this terrain stuff is that I spend more time reading than actually doing!
As some guy once said :
I read and I forget
I see and I remember
I do and I know how to
Or something like that ?!
Regards,
Steve
As I get older, my mind becomes more cluttered.
As some guy once said :
I read and I forget
I see and I remember
I do and I know how to
Or something like that ?!
Regards,
Steve
As I get older, my mind becomes more cluttered.
This topic is closed to new replies.
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