Re: [Algorithms] Terrain Organization
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From: Mats L. <ma...@al...> - 2000-07-30 21:03:31
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I've also thought of something similiar to what you proposed... Meanwhile I am planning to split the terrain up to several _hierarchical_ chunks (with bounding boxes) and, for each frame, I test each chunk against the current viewing frustum (VF) to _recursively_ determine if it has to be submitted to the transformation and rendering pipeline. If an _upper-level_ chunk is rejected, there is no need to go down to the _lower-level_ chunks inside it, which can quickly reject a huge amount of geometry. I don't se anything wrong with it. No fancy geometry calc:s, just a simple recursive function that goes through a quad tree. I mean, how much simpler can you make it?? It maybe crude but hey, it works. Right?? |