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terrain lod

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I'm currently trying to implement geomipmapping in my terrain renderer, but having some trouble trying to figure out the fastest way to do the actual draw calls. I'm using a 512x512 height map field which I've read in from a raw file, and calculated a list of (512*512) vertices. I would like to send these to the card once, then be able to pick and choose which verts to render (say for certain patches I want to change the LOD bias and render only a subset of certain vertices) through an index list. Would it be better to try and make this work, manipulating only the index list, or would I be able to get away with manipulating and pushing the actual vertex list every frame? gldrawelements seems like it might do what I need, it allows you to specify a pointer to an index list right? Edit: if the gldrawelements works as I think it does, couldn't I simplify this one step further and set each patch as a separate vertex array, and use a generic index list for each LOD? for example say patch x is going to be rendered with LOD=2, so draw x's vertices using index_list[2]

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Quote:
Original post by Matt328
Edit: if the gldrawelements works as I think it does, couldn't I simplify this one step further and set each patch as a separate vertex array, and use a generic index list for each LOD? for example say patch x is going to be rendered with LOD=2, so draw x's vertices using index_list[2]
You'll find this will be a much better strategy in the long run. It's inefficient in the form you described, but is easily optimized to a very fast version (so fast, in fact, that the overhead introduced when compared to brute force is negligible).

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Thanks, Promit. I've been kicking this around for a few days now, read just about every paper there is on geomipmapping, but wasn't able to visualize exactly how to render in OpenGL. Hopefully I can get started on the implementation soon, I'm sure I'll be back with more questions.

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