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pammatt

terrain lod

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Just had a quick question about terrain lod. I've been just rendering terrain patches at full detail since i've been too lazy to go back and add lod. So for patches of 17x17 verts I have 5 lod's. In selecting the appropriate lod, I could either use the pixel error metric or distance from the camera. Which is better and why? I can come up with a few pros and cons but I wanted to get some feedback from you guys first. Thanks.

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I use distance from player to select the appropriate lod. And i was wondering what pros and cons u have for both? The only advantage of pixel error metric is that u wont see things popping up right?

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Quote:
Original post by xIshtarx
I use distance from player to select the appropriate lod. And i was wondering what pros and cons u have for both? The only advantage of pixel error metric is that u wont see things popping up right?


also, if you just use distance alone you might end up with lots of really flat patches that are needlessly rendered at high detail. and of course popping as mentioned. you can even use both, see if the error allows for a lower lod than distance and if so, use it.

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I'm using pixel error to determine the lowest and highest LOD. And then I try to set up a distance table that would allow me to switch between LODs with as less error as possible. Works out quite well.

Means : Don't rely only on one technique but use as much as you can...

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Quote:
Original post by Metron
I'm using pixel error to determine the lowest and highest LOD. And then I try to set up a distance table that would allow me to switch between LODs with as less error as possible. Works out quite well.

Means : Don't rely only on one technique but use as much as you can...


Pixel Error is view independant thought.

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Distance is a reasonable first metric, but tends to cause noticeable popping, since it's a "stupid" algorithm. Screen space errors allow you to avoid popping and add detail where it is needed.

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