[Plib-devel] Nested LOD selectors almost works...
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From: Vallevand, M. K <Mar...@UN...> - 2000-04-28 13:50:45
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Nested LOD selectors almost works. In my program, I recursively partition a tile into sub-tiles at at higher level of detail. If a tile can be partitioned, I create a LOD selector with 2 kids - one for the lower level of detail tile and a second one that is a branch containing the higher level of detail sub-tiles. Every thing works together really nice. The tree seems to be correct, all the leaf nodes at all levels of details are correct, and their bounding spheres have the correct center and radius. Lots of brute force debugging and print statements makes me believe things are correct. But, the same debugging and print statements show me that the range calculated in the cull of each LOD selector is the same for each selector. As I move the camera around the terrain, the range changes and I get different culling, but it is funny because the range calculated seems to be wrong. So, my questions... How is the range calculated when culling to the viewing fustrum? What could I be doing wrong? What should I look at to get more info? Regards. Mark K Vallevand ma...@rs... Outside of a dog, a book is man's best friend. Inside of a dog, its too dark to read. - Groucho |