# fleurdelys77

Member

12

100 Neutral

• Rank
Member
1. ## Terrain visualisation with a large map

But the clipmaps is dynamic texture representation and it used GPU in rendring phase while I just use a CPU (opengl and Visual C++) Is there an other method please help me
2. ## Terrain visualisation with a large map

Hi every one, In order to visualize a large terrain, I use a height map with 16385 x 16385 pixel. To reduce the computation time I proceed as follow : 1. I read the map and save all the Y value in a array of 16385 x 16385 size 2. I use a recursive function to divide the terrain using quadtree concept and save only vertices which are visible using frustum culling test 3. I want to implement the CLOD (not yet achieved) My problem is the recursive function is a time consuming, so is there any method (may be cutting the map) to solve my problem I would be gratefull for any help Thanks in advance [color="#aab2b8"]

4. ## frustum culling with quadtree

Good morning every one, I try to implement the frustum culling with quadtree for terrain visualisation. I use bounding sphere but unfortunately a [font="arial, sans-serif"]large triangle missing. is this an error or is the frustum that small ? [/font] [font="arial, sans-serif"] [/font][color="#FFFFFF"][color="#000000"][font="arial, sans-serif"] [/font][font="Arial"] [/font] [font="arial, sans-serif"][/font]
5. ## [.net] Help translate this C++ code to C#

[font=Tahoma, Verdana, Arial, Helvetica] In general the plan equation is aX + bY +cZ +dw = 0, where a, b, c form the normal of the plane and d is the distance from the origin[color="#cccccc"] [/font]
6. ## terrain generation using quadtree

thank you so much SuperVGA . I'll try to implement it I'm sorry for the mistakes, I had a very bad connection and I was thinking that it didn't sand. I'm so sorry
7. ## terrain generation using quadtree

Cloud you give me more detail please ?
8. ## terrain generation using quadtree

I tray to understand the main process of uploading in real time to the data storing in height map in the disc using Quadtree in order to generate terrain. Well, so far I know that : A quadtree is a 2D data structure, Hierarchical quadtree is based on the principle of recursive decomposition (each node contain 4 more nodes) [color="#1c2837"] A leaf is the last node in the quadtree and it contain data (or as known bonding box Xmin,Xmax, Zmin, Zmax) (in the case of terrain) [color="#1c2837"] [color="#1c2837"]But how can I code this and uploading data in real time, knowing that this last (data) is stored in disc and not in the main memory ? [color="#1c2837"] [color="#1c2837"]Hope that this will be more clear. [color=#1C2837][size=2]Any help will be appreciated
9. ## terrain generation using quadtree

Good morning every body, I tray to generate terrain with a huge height map and for data storage I want to use Quadtree structure. My question is how can I generate my terrain without storing all the data in the Quadtree in the main memory ? Thanks in advance