P-152: Virtual World Concept Update 141: Planet-sized Terrain: Part 20: LOD’s (Tier 2)
by PhoenixGames on Jul.24, 2016, under Astral Realms, P-0, Software and Games, Software Engines
I have implemented the Tier-2 subdivision code.
I did have to duplicate the code from Tier-1, which is messy, but I can optimise this later. I can now cull the long-distance nodes in 64-bit space, then further subdivide the terrain in 32-bit space.
The terrain still looks quite jagged, and I need to spend some time smoothing it. The texture painter is also not working, and there are some other bugs and issues to fix as well, but I am making progress.
The next goal will be to translate the 64-bit node position to 32-bit, to eliminate all 64-bit values from rendering completely.
The below images are quite small and difficult to see (since I have scaled the terrain down to 10k), but these images show multiple LOD’s rendering at the same time:
While these show the gradual increase in resolution when moving through LOD’s:
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23/07/2016 , 05:20:40 PM
Torque 3D MIT – P152
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23/07/2016 , 05:20:30 PM
Torque 3D MIT – P152
These images show the gradual sub
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23/07/2016 , 03:23:08 AM
Torque 3D MIT – P152
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23/07/2016 , 03:00:30 AM
Torque 3D MIT – P152