GeoMipMapping - my approach
I am currently working on geomipmapping. I want to solve cracks in a nice way. So I decided to use this:
Image - LOD 4
Image - LOD 3
Edit: - added solution for corner
Image - LOD corner solution
As you can see, I solve possible cracks in pre-processing, when I generate indices.
Positives:
- all is preprocessed
- LOD 1 can be connected to eg. LOD 10 :)
- 1 chunk is drawn in one draw-call
- while rendering, i dont need to solve neighbour LODs - I cant change LOD´s view distance very easily
- easy to generate - just use recursion (only problem are corners, which must be done another way - I didnt solve them yet :))
Negatives:
- require more triangles, if we connect LOD2 to LOD2
- little mess in my code :-D
So far, I see, that there is more positives than negatives.
I want to ask: is my approcach bad, or is acceptable ?
[Edited by - martinperry on February 10, 2010 4:52:49 AM]
It's an interesting idea. My crack fixing patches up directly using a single polygon row, which can create artifacts in extreme cases. On the other hand, my experience is that more than 3 levels of LoD is totally pointless and so it doesn't much matter.
Yep.. I use LOD 4 at max for very large terrain... with LOD 10 I only demonstrate possibility :)
I use a similar technique in my game with 3 level of details, I also suggest to take into account the terrain curvature in the boundaries to remove unnecessary vertices
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