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ruellm

Quadtree vs Geomipmap

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Which is faster and needs less computation? Lets say im going to use the 3d terrain for an RTS game..

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I always thought the best way was to combine them?

You divie your terrain into (possibly square) patches for which you create vertex mipmaps. Then you use the quadtree to decide which ones to render and select the apropriate mip level by checking how far away from the viewer a patch is.

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Well since geomipmapping is concerned with reducing the quality of the terrain dependent on how far you are away from it, and quadtrees is to do with culling sections of the terrain depending on where the camera is facing, they are pretty much different and can both be implimented together for speed.

For example, you have a HUGE terrain, you impliment geomipmapping and dont cull any of the polygons, sure its faster because of the geomipmapping but incredibly slow because your rendering unseen polygons. Combined with quadtrees you can section up your terrain and render what you need, and render what you need with a reduced quality for more speed.

Hope that makes sense, altho i would use Quadtrees if you dont want to get too complex.

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