Re: [Algorithms] Terrain Organization
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From: Jim O. <j.o...@in...> - 2000-07-31 07:13:05
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In addition, you might consider using a preprocessed RTIN version of your landscape to remove some triangles from the flat areas of your terrain. Jim Offerman Innovade - designing the designer ----- Original Message ----- From: "Mats Lundberg" <ma...@al...> To: <gda...@li...> Sent: Sunday, July 30, 2000 11:00 PM Subject: Re: [Algorithms] Terrain Organization > 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?? > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |