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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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ChristOwnsMe

Patch Rendering Issue

2 posts in this topic

Hello. I am having a rendering glitch when rendering a chunked LOD Patch. I have attached a link to an image of the issue.

http://imgbin.org/index.php?page=image&id=8328

Every patch that is rendered has multiple lines being drawn to the origin of the planet. So the more patches crated, the more lines that are drawn. The patch data is generated from bottom to top. I have looked at my vertex and indice data and I don't see any reason this would be happening. I have attached below the indice and vertex array as well. I realize is long, but I thought it may be useful as I may be missing something. I can't think of how to go about fixing/testing this. Thank you for any help.



Indices(beginning 9 and ending 9)

[0] 0 int
[1] 10 int
[2] 11 int
[3] 0 int
[4] 11 int
[5] 1 int
[6] 1 int
[7] 11 int
[8] 12 int
[9] 1 int
...
[591] 108 int
[592] 119 int
[593] 109 int
[594] 110 int
[595] 120 int
[596] 121 int
[597] 110 int
[598] 121 int
[599] 111 int

Vertices(beginning 6 and ending 6)


+ [0] {Position:{X:6000000 Y:-6000000 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
+ [1] {Position:{X:5333334 Y:-6000000 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
+ [2] {Position:{X:4666667 Y:-6000000 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
+ [3] {Position:{X:4000000 Y:-6000000 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
+ [4] {Position:{X:3333334 Y:-6000000 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
+ [5] {Position:{X:2666667 Y:-6000000 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
+ [6] {Position:{X:2000000 Y:-6000000 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
.............................
+ [94] {Position:{X:3333334 Y:0 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
+ [95] {Position:{X:2666667 Y:0 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
+ [96] {Position:{X:2000000 Y:0 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
+ [97] {Position:{X:1333333 Y:0 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
+ [98] {Position:{X:666666.6 Y:0 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
+ [99] {Position:{X:0 Y:0 Z:6000000} Color:{R:20 G:200 B:100 A:255}} Microsoft.Xna.Framework.Graphics.VertexPositionColor
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It looks like your indices are attempting to access vertices that don't exist. For example Indices[591] accesses Vertices[108]. But you only have 100 total vertices.(Index out of Bounds) I've had exactly the same problem before, and have seen the geometry converge on a point like that. However you are generating your indices is where I'd think the problem is. It looks like you have forgotten to not "reach" across edges on one axis.
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Oh wow. Thank you so much. I thought it was something simple with the indices. Dunno how I missed that. Thanks Tocs!
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