Re: [Algorithms] Terrain Organization
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From: Relja M. <re...@in...> - 2000-07-30 22:42:34
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Tom, you are right about LOD being useful at 100K triangles. I thought the original poster was talking about smaller terrains. 10K viewable triangles is good enough for me, but everybody has different tastes, right... As for not everyone having TnL cards, well, I thought that any game which is *now* in development will probably run on fast systems. By fast I mean either TnL, or on CPUs which are fast enough that regular cards don't suffer too much. Anyway, this is up to you, it depends on you budget and a lot of other things. Greetings, Relja Markovic From: "Tom Hubina" <to...@3d...> > At 01:03 PM 7/30/2000 +0200, you wrote: > >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... > > I have a few problems with those assertions: > > 1. A terrain with 5-10k polys in the scene is pretty weak. To have good > detail up close, and have a large view distance (10,000 meters is a goal > 2. Not everyone has TnL capable machines, and it is generally a "good > thing" if your engine can scale across systems with different geometry > performance. |