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Ridcully

performing visibility check on terrain rendering

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Ridcully    122
i am currently coding a terrain engine for d3d. to improve my really lame algorithm i read a lot of stuff about binary triangle trees and adaptive quadtrees, but all of those seem only to cover the LOD of the terrain. my main question though, is how do i determine which part of the terrain mesh should i send to the renderer? of course only the part that is visible, but what techniques are there to determine that? of course i could compute for every vertex the visibility, but i''d have to do this every frame, and that probably would be very slow. should i split the terrain in different sections and check those for visibility? any links on this subject? thanks for suggestions rid

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Gazza    122
If you have your landscape in a quad Tree then these are basically just AABB''s. So all you have to do is start at the Root node and Check each Bounding Box (quad tree node) against the fustrum planes.This allows you to get rid of Huge chunks of landscape after only a few traversals.

Hope this helps

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