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Noddybear

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  1. Ah so you just draw one of each size terrain chunk, instance them to fill everywhere else, and then use the vertex shader to change the heights? Thats very crafty! I never thought to do it that way... I guess that instancing wouldn't work if you were building planetary terrains because of the curvature would not be easy to instance Does your technique use any geomipmapping as well? -Thanks
  2. Ah that sounds interesting! I'm using Simplex noise to generate my terrain so I could move it over to the vertex shader I guess... Although I have a feeling that it'd be a bit of a bitch to port to hlsl! Is the transform matrix stored in the textures? Btw, my current node size is about 65x65 because I was under the impression that rendering any number of triangles below about 4k would take the same time as 4k to render -Thanks!
  3. I can't really justify computing all vertices and then uploading them to the GPU in a buffer, because it tends to completely fill my video memory :/ It means i'll have to stream in data as i compute it, and then unload it when im done...I agree that roam is not really a good solution. The kernel of the problem is just the processing time it takes to calculate positions of large chunks of terrain (which is what i've been doing with geomipmapping) so what i'd really like is a method to somehow collect indexing chunks together so i could run geomipmapping with quadtrees using smaller chunks of vertices without incurring the costs of rendering to the screen each block individually At the moment each chunk has its own index and vertex buffer
  4. Hey guys, This is my first post here, and I basically joined to post this because I'm having some issues with various different LOD algorithms. I'm trying to create a dynamic real-time level of detail system to render a huge terrain. If rendered with brute force this would result in millions of polygons, so it would obviously be prudent to use LOD. I've attempted this in XNA several times to build a viable model, and so far i've used ROAM, Geomipmapping and of course Quadtrees, as well as a combination of the last two. None of these were really optimal for what i'm trying to achieve, as in all cases they sucked up too many CPU resources (With geomipmapping being somewhat precomputed) The question that i'm asking is what good algorithms (or combinations of algorithms) could I use to bring down by CPU usage? I'm switching over to C++ with DX11 so i'll have access to tesselation and the geometry shader on the graphics card, but my area of knowledge doesn't really include these... Should I attempt to implement some GPGPU calculation? Some way down the road i'd optimally like to use another algorithm like marching cubes as well for the high res LOD so it'd permit me to create overhangs in the terrain and such... Thanks!