1: I can’t understand at which point down the Chunked LOD pipeline that the mesh gets split into chunks. Is this during the initial mesh. Hello, I’m here to ask for help. I have program for terrain editing, but I went into one problem I can’t solve. Between each chunk is crack, how to. Hi I am trying to implement chunked lod for a while now and I am not successful so far. I read the paper about chunked lod and understood the.
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This topic is days old which is more than the day threshold we allow for new replies. Most people just assumes terrain data will fit. You can even do this dynamically, so that lower levels are added dynamically e. Are you using quadtree or chunkev screen-error metric to choose a proper chunk?
Terrain LOD Implementations
Between each chunk is crack, how to fix it? If you want something BIG and modern I’d suggest taking a look at this: Posted July 19, SVN access to the latest source code to the viewer and preprocessing tools: Also you can download his code here.
One is by creating a vertex buffer per grid and manipulating the positions on creation. You can see on image red lines which mean end of chunk.
The Industry’s Foundation for High Performance Graphics
Sign up using Hcunked and Pod. The algorithm you pulled out is quite old but still good at its core. Well, after reconsidering the problem, it seems it is easier to add a ring around chunk separately, although I’m implementing skirts as a part of blocks but have totally different approach compared to yours, and using no TS.
The technique is better when the whole data pre-exists either in memory or hard drive.
Adapting to spherical implementation Chunked LOD is traditionally implemented for a flat grid. Riverblue has the best texture. The algorithm takes more preprocessing time than anything else I know about as well as more runtime resources. Depending on your platform, just the call overhead of having a few thousand terrain-chunks perform their own update every frame can seriously impact performance. At the last minute I discovered I could cut memory use by about 3x by using Doug Lea’s malloc http: GPU moves the other vertices produced by it, and you have no fine control over that.
In my opinion, its usefulness is unproven. You said most continuous LODs are outdated but this seemed good after running the code and seeing the results. Thanks for the reply and sorry I forgot to mention it. I looked geomipmapping but as you said it can still be used but a little outdated. If you think at it, you might see this is not really as easy as it seems.
More details are required in order to make some better proposal, but adding an outer ring to stitch chunks sounds ok. What we do not know however is the orientation. The vertices on the edges are shared between tiles. Cjunked July 21, edited.
I have a lot of questions after reading up about this technique, I hope this isn’t too much to ask all in one go, but I would be extremely grateful for someone to help me make sense of this technique.
Geometry clipmaps don’t care about the deviation, they exploit Nyquist Theorem so nobody really cares. But otherwise it really rocks. An existing connection was forcibly closed by the remote host – UDP Issue. These 4 grids are structured as children of the lower detailed parent grid.
I can add some video or source code?