RE: [Algorithms] Terrain Organization
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From: Tom F. <to...@mu...> - 2000-07-30 11:27:57
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As well as those methods mentioned (ROAM, CLOD, quadtree, BSPd, just drawing everything), VIPM is very useful for LoD in terrains, and indeed for LoD in most things. It is especially efficient when combined with a quadtree style of texturing and paging. Probably the best tutorial for all things VIPM is Charles Bloom's site http://208.55.130.3/3d/ - check the sixth link down. There is also a terrain VIPM demo there. There is also tons of discussion on the various terrain styles in the archives (assuming they are up and running now). Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > -----Original Message----- > From: Relja Markovic [mailto:re...@in...] > Sent: 30 July 2000 12:04 > To: gda...@li... > Subject: Re: [Algorithms] Terrain Organization > > > Check the archives on this one, but I think someone (nVidia, > perhaps?) said > once that on TnL type cards it is more efficient to pump the > polygons at the > card than to spend too much time (ROAM) LODding on the CPU. > If that is true > (I for one think it makes sense), the recursive quadtree you > described would > work just fine. Apparently, terrain LOD has no future with > TnL - unless you > want some extremely detailed stuff up front. Anyway, if your > terrain has 5-10 > K polys in an average scene, you could care less if you LOD > it down to 2-5K > on a TnL card... > > Relja > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |