It still hates my computer, but I'm also running Windows 8. Do you have visual C project files or something?
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Posted 02 February 2013 - 10:08 AM
I didn't give the whole project because the size is rather big but if it'll allow you to compile the whole thing too see it there's no problem. It was going to be OpenSource anyway. The problem is it relies on several libraries such as DevIL and SFML 2.0
Edited by Vangoule, 02 February 2013 - 10:26 AM.
Posted 03 February 2013 - 04:24 PM
I still can't get it to build on my PC. I tried remaking project files for my version of VS, but I think I might as well upgrade to 2012 express sometime soon anyway. Is there any chance you can post a video of it running? Sorry if I'm not being very helpful, I'm getting cramped for time with other things.
Posted 05 February 2013 - 05:49 AM
The tesselator as far as i can tell is not good for LoD like this. I would still need to split it into patches for the tesselator to act on. I believe the tesselation acts on the full model and not just the area near you. Not to mention the fact that not many people have access to OpenGL 4.0
Posted 05 February 2013 - 09:15 AM
Edited by ray_intellect, 05 February 2013 - 09:49 AM.
Posted 05 February 2013 - 09:59 AM
If you really want to go the all GPU route, you can stick your quad-tree in a vertex buffer, use a geometry shader to perform the LoD split/combine operations on the quad-tree, use transform feedback to store the result back in a vertex buffer, and use the tesselator to actually tesselate and render the various patches in the quad-tree.
Vangoule, on 05 Feb 2013 - 06:54, said:
The tesselator as far as i can tell is not good for LoD like this. I would still need to split it into patches for the tesselator to act on.
Posted 05 February 2013 - 11:17 AM
Using an actual sphere rather than using a cube seems a much harder way to actually accomplish what i'm doing. The cube system i'm using now shows no seams and the heights carry on perfectly due to the noise being 3D using the position of the vertex. The only thing i need to worry about at the moment is splitting it into patches which is the thing that's not working. GPU Tessellation would be nice but that doesn't change the fact i still need patches for it to work on. I'm at the point of ripping my hair out with this Quad Tree. The positioning just won't happen...
Posted 05 February 2013 - 11:58 AM
Well, actually the spherical coordinate system wouldn't be as easy to map to a quad tree. Instead you could try creating large tiles in the latitude and longitude grid, these tiles could be numbered, then you could have a function that takes the visible section of the sphere and returns the tiles you need to display, Then you could select a tessellation level based on the distance between the viewer and a patch, and of course, the patches would probably subdivide, so perhaps a transform feedback approach would work.
And for your current problem of splitting into patches, perhaps have a single patch for each grid level, and use instancing to render these where they are required, so instead of splitting them into patches, perhaps you could start with a fine grid of tiles, and each tile represents a patch instance.
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