Sign in to follow this  

Maya terrain management

This topic is 823 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

Hello. I know I posted a question like this in the Visual Section but this one is more technical. I want to implement a LOD terrain system so I can export from Maya chunks of terrain with multiple level of detail. After that in my application I render them depending in the camera position. The chunks closer to the camera are rendered with the high quality mesh and high quality shaders and the ones that are far with the low terrain version. The problem that Im having right now is that I must keep the chunks the same size so I can update the DirectX buffers and not create resources all the time. Just map and unmap wit ha buffer with the same size but a different chunk. It seems that I don't know how to manually do that in Maya. I dont know how to split the big terrain mesh in multiple equal meshes that have the same size. For now I dont want to complicate things and make a script for dividing the mesh and I was wondering if there is any workaround this. If I create resources on runtime instead updating them is a big performance hit ?

Share this post


Link to post
Share on other sites

This topic is 823 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.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this