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Dynamic LOD for large-scale terrain using curved surfaces

Started by May 20, 2001 09:54 AM
-1 comments, last by MENTAL 23 years, 8 months ago
i got bored of IK, and thought i would look into terrains, after seeing the nifty height map prog on nate''s site. now, i was thinking about adapting this for big terrains, using cuved surfaces generated from the heightmap to store the data (much smaller than storing 100K polygons). now, i was trying to think up a way of making the surfaces that are further away from the camera tessalate less, and the ones that are closer teselate more. the only problem i had is the possibility of the mesh comming apart, because the polygons didn''t align up when the tesselation changed. if any one has any ideas on how to prevent this from happening, or another method, then please tell me. this one really does have me scratching my head . Any help appreciated. MENTAL

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