Jump to content
  • Advertisement
Sign in to follow this  
Quat

geomorphing

This topic is 4619 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

Hi, I'm trying to implement "GPU Terrain Rendering" from Game Programming Gems 6. The idea is similar to chunked LOD, but uses displacement mapping so that only one chunk needs to be stored. Then this one chunk is drawn repeatedly at different scales to make up the terrain. Anyway, I'm trying to figure out how to do geomorphing. The problem is for a given vertex, I only sample its refined height from the heightmap, and I don't have its height at the coarser level. One idea I had was to sample the vertex neighbors and average them to get what the height would be at the coarser level, but this requires two additional vertex fetches. Any suggestions?

Share this post


Link to post
Share on other sites
Advertisement
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!