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Landscape, Binary Tree

Started by kudi 1 reply 650+ views
Original Post
kudi
kudi
Hello I'm trying to make an terrain-engine with dynamic level-of-detail. I use for this a binary tree, which you can see on the picture. There are 6 levels of details and there are already very much nodes, what means a lot to calculate. On these pictures, you can see the actually low difference between level 6 and 10. So my question: If you have already done such a terrain-engine, how many levels did you use ? I ask this question, because when I use these 6 levels, you still can see the polygons because they are still too big, but when I look at games like Motocross Maddness you can't see the polygons. kudi www.netpeople.ch - Swiss Online-Magazin Edited by - kudi on April 7, 2001 4:33:09 PM
The problem of Object Oriented Programming:Everybody tells you how to use his classes, but nobody how not to do it !
kudi
kudi
Isn''t there anybody who has any experience with this kind of terrain-rendering?
The problem of Object Oriented Programming:Everybody tells you how to use his classes, but nobody how not to do it !
Aman
Aman
Im not sure if this helps but I am also rendering a
terrain. Im not sure which api your using but I am using
Open GL. I achieved the "smoothness" of MMII by
precalculating lighting using the averages of the normals
of each triangle face surrounding each vertex onto the
vertex then adjusting the color of the vertex based on the
dot product of that vertex normal and the Light normal.
Then I chose glShading(GL_SMOOTH). This ends up rendering
nice rolling hills instead of "sharp" triangles. Im
going on 20+ hrs awake so if Im rambling Im sorry. You can
e-mail me if you want a better explination and or some
screens.

Aman

aman@twcny.rr.com
Its better to be silent and thought a foolthen to speak and remove all doubt.

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