RE: [Algorithms] Lindstrom / ROAM / CLOD and tristrips (Interlock ing Tiles)
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From: Chris B. <Chr...@ma...> - 2002-02-17 22:35:22
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> Sent: Saturday, 16 February 2002 1:35 AM > > I also tried the "overlap" approach, but it didn't quiet work > for me. If two tiles differ in LOD and the terrain is rough > at that place, one could see directly through the hole that > appeared at that point. I'm interested in the general opinion of the technique used in GPG2 "Interlocking Tiles". Initially I'd have though that the multiple sets of index arrays would be inefficient from the point of rendering as you'd have to present the whole vertex\normal\texture array at maximum detail to get the savings. Sorting the array would allow you to optimise data copy towards a particular LOD level however would be less efficient at different LOD's, at least from the perspective of the cards vertex cache. (Let me know if I'm talking rubbish here) In addition I'm not so keen on the number of different index buffer templates that are needed to run the system. It does seem to interlock very well however. :) Thoughts? Chris NOTICE This e-mail and any attachments are confidential and may contain copyright material of Macquarie Bank or third parties. If you are not the intended recipient of this email you should not read, print, re-transmit, store or act in reliance on this e-mail or any attachments, and should destroy all copies of them. Macquarie Bank does not guarantee the integrity of any emails or any attached files. The views or opinions expressed are the author's own and may not reflect the views or opinions of Macquarie Bank. |