Quote:Original post by Matt Aufderheide
But the terrain still has to be very highly tesselated for displacement mapping to work, its not magic right?
Why do you need a very highly tesselated terrain for displacement mapping ? Terrain as 2d plane with height information would be perfectly fitting for displacement mapping, wouldn't it ?
Quote:Original post by Matt Aufderheide
In any case, geometry doesnt take up much memory at all anyway, textures take up far more, so in fact the giant displacement map you would need is probably more memory than the hihg poly model...
No, I think you're wrong here. It's a matter of detail. Yes, a displacement map which has 10x more detail like a tessalated terrain will require more memory, but in a situation where you have the same level of detail, a vertex will consume more memory (you need data for x,y,z) compared to a heighmap value(only 'y' is needed).
Simplified example:
1. Terrain with displacement map:
- 1 quad: 4 vertices = 4*3 floats
- heighmap, 16x16: 256 floats
- memory consumption: 268 floats
2. High poly terrain with same level of detail !
- 16x16 vertices = 256 * 3 floats
- memory consumption: 768 floats
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Ashaman