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Good Terrain Algorithm

Started by weasalmongler 2 replies 950+ views
Original Post
weasalmongler
weasalmongler
Hi guys, I'm basically looking for a good terrain rendering algorithm for higher end computers to use in my latest engine. I've looked into the clipmaps approach in GPU Gems 2 but unfortunately the vertex texture lookup eliminates ATI hardware from being able to run it (and I'm not going to code a completely separate renderer for ATI). My game is going to be a First person game, needs high detail close up and not so much detail a long way away, as the map is going to be quite large. I'd like to try and simulate a couple of KM if possible. If anyone could help me out then it'd be fantastic. Any ideas? Thanks in advance!
Jason Z
Jason Z
If the engine is going to be written for a high end computer, why not just use a brute force method, or if needed a geo-mipmap algorithm? Really a brute force algorithm coupled with a quad-tree is the way to go on modern hardware - it is good enough at vertex transformations that the extra clipping doesn't even slow it down.
Jason Zink :: DirectX MVP   Direct3D 11 engine on CodePlex: Hieroglyph 3 Direct3D Books: 
doogyhatts
doogyhatts
You can use ATI's R2VB to transfer texel data to the vertex shader. (I am assuming you are using D3D). It should be possible to convert the clipmap algorithm without changing your entire renderer, although different set of rendering passes and vertex data preparations had to be used. Check it out in the ATI Radeon SDK.

Edwin

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