Geomipmapped patches
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]
i made the patch with teh coarser tesselation adapt its geometry, and thus circumventing this problem..
"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!
Michael K.,
Co-designer and Graphics Programmer of "The Keepers"
We come in peace... surrender or die!
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*/
A skirt is the best solution.
/*ilici*/
as technobot said.. your linkers should look like this:
__________..... _____
\________/ not |_____|
__________..... _____
\________/ not |_____|
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:
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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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]
GSACP: GameDev Society Against Crap Posting
To join: Put these lines in your signature and don''t post crap!
I agree, skirts are very simple to understand and use. They are also efficient and look great!
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