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P-152: Virtual World Concept Update 141: Planet-sized Terrain: Part 20: LOD’s (Tier 2)

by 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:

P152_DEBUG 23/07/2016 , 06:08:16 AM Torque 3D MIT - P152

P152_DEBUG
23/07/2016 , 06:08:16 AM
Torque 3D MIT – P152

P152_DEBUG 23/07/2016 , 08:14:35 PM Torque 3D MIT - P152

P152_DEBUG
23/07/2016 , 08:14:35 PM
Torque 3D MIT – P152

While these show the gradual increase in resolution when moving through LOD’s:

P152_DEBUG 23/07/2016 , 05:20:36 PM Torque 3D MIT - P152

P152_DEBUG
23/07/2016 , 05:20:36 PM
Torque 3D MIT – P152

P152_DEBUG 23/07/2016 , 05:20:40 PM Torque 3D MIT - P152

P152_DEBUG
23/07/2016 , 05:20:40 PM
Torque 3D MIT – P152

P152_DEBUG 23/07/2016 , 05:20:30 PM Torque 3D MIT - P152

P152_DEBUG
23/07/2016 , 05:20:30 PM
Torque 3D MIT – P152

 

These images show the gradual sub

P152_DEBUG 23/07/2016 , 03:23:08 AM Torque 3D MIT - P152

P152_DEBUG
23/07/2016 , 03:23:08 AM
Torque 3D MIT – P152

P152_DEBUG 23/07/2016 , 02:49:05 AM Torque 3D MIT - P152

P152_DEBUG
23/07/2016 , 02:49:05 AM
Torque 3D MIT – P152

P152_DEBUG 23/07/2016 , 03:00:30 AM Torque 3D MIT - P152

P152_DEBUG
23/07/2016 , 03:00:30 AM
Torque 3D MIT – P152

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