RE: [Algorithms] CLOD vs Static landscape?
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From: David N. <dno...@mi...> - 2001-03-15 20:34:32
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> Simply pushing all the triangles without any LOD is fast=20 > enough on modern > HW. It also eliminates problems like geometry popping and reduces CPU > overhead. Another benefit of it is that you don't have to=20 > worry about a > vehicle floating above the LOD'ed terrain in the distance. >=20 > - Daniel, Programmer, Epic Games Inc. That doesn't make any sense to me (although I wish it was true, life would be easier). Maybe in your particular application you don't need to worry about this, but then your terrains musnt be very big AND you must be targetting some powerful T&L hardware. In any case, some simple techniques like VIPM with bounded pixel error are almost always an easy win. David PS: Isn't it nice that we always come back to the same topics? terrain engines, PVSs and D3D vs OpengGL? :) |