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tiutiu

Geomipmapped patches

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Finally i decided to implement geomipmapping to render my terrain. My problem is that i have to make a set of triangles to glue 2 patches with different LOD. I can do it for every side, but when i have to glue left and top edges of patch (for example) i get an odd result in the corner because of triangle sollapation. Here are 2 shots: one showing the bad result when 2 edges have to be glued and the other showing that one side glued works correct [edited by - tiutiu on August 15, 2003 8:25:17 PM]

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i made the patch with teh coarser tesselation adapt its geometry, and thus circumventing this problem..

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"Move" the extra vertices in the other direction, so that you get right-angled tiangles at the edge, with its hipotenuse (sp?) touching the lower-LOD patch. This way, you''ll always have a diagonal edge going from the corner towards the center of your patch, allowing you to avoid that problem.

Michael K.,
Co-designer and Graphics Programmer of "The Keepers"



We come in peace... surrender or die!

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U could make the coarser patches more tesselated at the edges, but this will increase the poly count.

A skirt is the best solution.

/*ilici*/

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Don''t collapse vertices at all. Fix the cracks by using skirts. Basically, where two patches of different LOD meet and a crack occurs, render a vertical strip. The strip''s height should follow the patch that is furthest away from you. Here''s an ASCI pic showing the terrain from the side, with a skirt rendered:


patch 1 <-- Camera
---------
| patch 2
|---------
|
^
skirt

This is sooo much faster. To see it in action, try my simple geomipmap demo. It contains the source for the terrain classes as well.

Sander Maréchal
[Lone Wolves Game Development][RoboBlast][Articles][GD Emporium][Webdesign][E-mail]


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