Terrain with Lakes rendering probs
Just wondering about the following....
WHAT AM I TRYING TO DO?
I render some terrain, then I fake rivers and lakes by using a huge quad with blending at about 5-10 points above the lowest point on the terrain, so it actually looks ok.
MY PROBLEM?
Why does it look all blocky and ugly when I move "blah" pixels away from it? (blah being any pixel distance past some unmeasurable distance).
Up close it looks fine, the further away, the worse it looks.
I know its because Im intersecting some planes, but why does it make the graphics look so ugly? Do I need to learn mipmapping?
Im just a beginner!!!
http://www.actsofgord.com
Had the SAME problem a few weeks ago while working on this:
http://dwarvenale.tripod.com/screenshots.html
Try using the following function:
It''s your Z-Buffer woes man... It''s that 1.0f and 1000.0f if I remember...
(I don''t know exactly why, but if the above doesn''t work, slap me with a fishstick)
~Dwarf
http://dwarvenale.tripod.com/screenshots.html
Try using the following function:
void sysChangeSize(int wndWidth, int wndHeight){ wndHeight = GetSystemMetrics(SM_CYSCREEN); //Get height of screen resolution wndWidth = GetSystemMetrics(SM_CXSCREEN); //Get width of screen resolution if(wndHeight==0) { wndHeight = 1; } glViewport(0, 0, wndWidth, wndHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, (GLfloat)wndWidth / (GLfloat)wndHeight, 1.0f, 1000.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity();}
It''s your Z-Buffer woes man... It''s that 1.0f and 1000.0f if I remember...
(I don''t know exactly why, but if the above doesn''t work, slap me with a fishstick)
~Dwarf
CHEERS!
Ok Im at work, unable to modify code or play with it but....
...gluPerspective(45.0f, (GLfloat)wndWidth / (GLfloat)wndHeight, 1.0f, 1000.0f); .....
I know I had the min z as -500.0f behind me and max z as 10000000 (lol) units into the screen.
eg:
gluPerspective(45.0f, (GLfloat)wndWidth / (GLfloat)wndHeight, -500.0f, 10000000.0f);
is that what is fucking it?
I was checking out the screenshots earlier and was impressed (and frustrated as to why I cant do it!)
cheers
Im just a beginner!!!
http://www.actsofgord.com
Ok Im at work, unable to modify code or play with it but....
...gluPerspective(45.0f, (GLfloat)wndWidth / (GLfloat)wndHeight, 1.0f, 1000.0f); .....
I know I had the min z as -500.0f behind me and max z as 10000000 (lol) units into the screen.
eg:
gluPerspective(45.0f, (GLfloat)wndWidth / (GLfloat)wndHeight, -500.0f, 10000000.0f);
is that what is fucking it?
I was checking out the screenshots earlier and was impressed (and frustrated as to why I cant do it!)
cheers
Im just a beginner!!!
http://www.actsofgord.com
The Larger your viewing distance the worse the problems get with polygons that are near to each othere this is very true for intersecting ones because you can''t get any closer. make your viewing distance shorter if you can if you can''t the try to use GL_LESS for your depth testor and try to sort your objects this may help depending on your situation, any way good luck
and if im wrong please inform me of what I said thats wrong.
and if im wrong please inform me of what I said thats wrong.
quote:
gluPerspective(45.0f, (GLfloat)wndWidth / (GLfloat)wndHeight, -500.0f, 10000000.0f);
This is a problem with misuse of the z buffer.
Firstly, your near clip plane should be positive. It clearly says this in the gluPerspective description.
Secondly, you've got a stupidly huge far clipping plane distance, which is the reason for your problem.
In general, you should set your far clipping plane as near as possible, and your near clipping plane as far as possible. The near clipping plane is particularly important because most of the depth buffer precision is in the near distances. Setting your near plane to 2.0 for instance, instead of 0.2 will give you thousands of times more precision at long range.
____________________________________________________________
www.elf-stone.com
[edited by - benjamin bunny on June 2, 2002 12:39:52 AM]
keep the tips and help rolling in, bunny - I am revisiting the gluPerspective command once I get home...thanks!
Any tutorials for terrain TEXTURE rendering I could follow?
Any tips?
Im just a beginner!!!
http://www.actsofgord.com
Any tutorials for terrain TEXTURE rendering I could follow?
Any tips?
Im just a beginner!!!
http://www.actsofgord.com
>>Any tutorials for terrain TEXTURE rendering I could follow?
There''s probably a few on this site; it''s a pretty common topic. And there''s always google
>>Any tips?
um, don''t forget the texture coordinates?
____________________________________________________________
www.elf-stone.com
There''s probably a few on this site; it''s a pretty common topic. And there''s always google
>>Any tips?
um, don''t forget the texture coordinates?
____________________________________________________________
www.elf-stone.com
Fixed it up thanks bunny, though I have ditched water for now, but my triangles dont "flutter" any more.
also for those reading a great site is also game tutorials by digiben
check out the terrain mapping tutorials:
http://www.gametutorials.com/Tutorials/OpenGL/OpenGL_Pg3.htm
Im just a beginner!!!
http://www.actsofgord.com
also for those reading a great site is also game tutorials by digiben
check out the terrain mapping tutorials:
http://www.gametutorials.com/Tutorials/OpenGL/OpenGL_Pg3.htm
Im just a beginner!!!
http://www.actsofgord.com
There''s a book coming out thats all about terrain rendering (lotsa cool texturing stuff in it too, trust me, I''d know ). Unfortunately, it won''t be coming out for a *long* time. But I''m working on it!
Trent(ShiningKnight)
THE Engine
trent@voxelsoft.com
Trent(ShiningKnight)
THE Engine
trent@voxelsoft.com
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