Terrain to support proper Level of Detail
28 posts • Page 1 of 3 • 1, 2, 3
Terrain to support proper Level of Detail
Good Evening!
Well, I read of this problem before but it doesn't seem to be fixed yet: The terrain has absolutely no level of detail, every single triangle seems to be rendered! That's not just slow, it's terrible! It makes the complete Terrain future absolutely unusable! Is there any way to get the LOD back?
Best Regards,
crazoz
Well, I read of this problem before but it doesn't seem to be fixed yet: The terrain has absolutely no level of detail, every single triangle seems to be rendered! That's not just slow, it's terrible! It makes the complete Terrain future absolutely unusable! Is there any way to get the LOD back?
Best Regards,
crazoz
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crazoz - Posts: 12
- Joined: Sat Jan 30, 2010 7:17 pm
Re: Terrain to support proper Level of Detail
We know good optimization, but its required 3.0 shaders support, so terrains will not work on old hardware. We try found good fixed function realization as soon as possible, or may be use something like original Blitz3D.
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Knightmare - Posts: 335
- Joined: Thu Mar 12, 2009 1:22 am
Re: Terrain to support proper Level of Detail
I guess any solution is better than no solution, the current terrain implementation runs terribly slow on a resolution higher than 256x256.
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crazoz - Posts: 12
- Joined: Sat Jan 30, 2010 7:17 pm
Re: Terrain to support proper Level of Detail
B3d uses the ROAM method i think and its slow and ugly. Duplicating that in Xors would be a step backward imo.
There are a lot of modern and efficient lod terrain algos out there. Like Geo-mipmapping.
http://www.gamedev.net/columns/hardcore/geomorph/
There are a lot of modern and efficient lod terrain algos out there. Like Geo-mipmapping.
http://www.gamedev.net/columns/hardcore/geomorph/
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eftwelve - Posts: 16
- Joined: Sat Mar 28, 2009 1:44 am
Re: Terrain to support proper Level of Detail
I wonder whether there is any timespan on when this feature will be released?
Best Regards,
crazoz
Best Regards,
crazoz
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crazoz - Posts: 12
- Joined: Sat Jan 30, 2010 7:17 pm
Re: Terrain to support proper Level of Detail
Knightmare wrote:We know good optimization, but its required 3.0 shaders support, so terrains will not work on old hardware. We try found good fixed function realization as soon as possible, or may be use something like original Blitz3D.
Xors3d supports deferred rendering. The deferred rendering works on only shader model 3.0 supporded or better video card with acceptable speed, so I think, a shader model 3.0 compatible terrain system is the best solution for Xors3d.

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Refuse - Posts: 13
- Joined: Thu Apr 02, 2009 3:07 pm
Re: Terrain to support proper Level of Detail
I'd like to see a terrain system that works on low-level GPU's too, not just Shader 3.0
A nice feature would be if Xors3D detected if you supported Shader 3.0 and if so used that terrain LOD technique and if not, it'd use something else (B3D like?) for the terrain.
Either way, it really must work on GPU's with lower Shader versions.
And over all, the terrain does need some work...
A nice feature would be if Xors3D detected if you supported Shader 3.0 and if so used that terrain LOD technique and if not, it'd use something else (B3D like?) for the terrain.
Either way, it really must work on GPU's with lower Shader versions.
And over all, the terrain does need some work...
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Hezkore - Posts: 7
- Joined: Wed Mar 17, 2010 4:34 am
Re: Terrain to support proper Level of Detail
Any news about terrain system?
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Refuse - Posts: 13
- Joined: Thu Apr 02, 2009 3:07 pm
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