Jump to content
  • Advertisement
Sign in to follow this  
yuppies

Geomipmap terain normals?

This topic is 4837 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

how do i compute the normals to be used for lighting for my geomipmap terrain? my geomipmap terrain is rendered using triangle fans for each patch depending on the LOD of the terrain

Share this post


Link to post
Share on other sites
Advertisement
Hi,

two very small remarks:

1. Do not use triangle fans but rather strips for your patches.

2. You should not use the hardware lighting for your geomipmap terrain. The reason is that once you switch the LOD of your terrain, the altered lighting is quite appearent. You'ld rather use a precalculated lightmap that you can apply to your terrain. Either you'll generate that map for each patch or for your whole terrain. For a 512x512 vertices terrain, you can use a 512x512 lightmap and have much better results than hardware shading. To generate the lightmap you'll use the full mesh and thus, the lighting will always be the same for all LOD.

Best regards,
Metron

Share this post


Link to post
Share on other sites
You could even encode east and west horizon angles (as well as distance to horizon point) into a texture and write a pixel shader to perform realtime lighting on the terrain surface with support for soft shadows.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!