Hi everyone this is a terrain engine i am working on since a month or
so, it based on
discreet meshes with different level of detail, actually they are 3 ,
100% , 50% ,20%
the color coding is , red, green blue in order of percentage , i still
have cracks here and there
and i am thinking to a way to solve this problem.
The algorithm takes a bitmap , chops it by 32x32 patches and for each
patch computes the level of detail, then during rendering time the
distance from the observer is computed and the corresponding lod is
selected for every patch, the patches are rendered using vertex arrays,
soon to be converted in vbo.
I get about 800 fps with a 256x256 terrain divided into 64 patches of
All the level of detail is computed off line and is quite intensive it
took 3 mins to create the terrain from a 256x256 bitmap
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3 minutes to turn 64k samples into a heightfield?
What kind of processing are you doing?
Its not a simple grid division, once the bitmap is acquired , each patch
is converted into a polygonal mesh , and for this mesh, 3 different
levels of detail are computed, 100%, 50%,20% , red, green and blue , in
the screenshot , its not a simple level of detail algorithm, it tries to
mantain the shape of the current mesh, lowering the number of surfaces,
at a required percentage, after that, a function for refinement of
normals at border is executed, in fact without that , patches of terrain
would be clearly visible.
I am working of making cracks disappearing.
i just loaded a 512x512 bitmap and it took 12 mins , but it is a big
map to wander in it
Obviously, after the bitmap is processed i load the file containing
processed meshes, i don’t wait 12 mins to see modificiations
each time i run the program
What is your LOD algorithm? Collapsing edges shared by faces with a
It is based on quadric error metric , vertices are collapsed , nod
I am reading that dx11 will support hardware tessellation, my algorithm
is already obsolete :-/
that was fast damn it…