P-152: Virtual World Concept Update 133: Planet-sized Terrain: Part 12
I have completed the re-introduction of the LOD’s. I can now properly subdivide between multiple levels of detail using the new coordinate system.
The images below dont have noise applied to the LOD’s, so the subdivisions don’t look like they are actually adding detail, but the solution does work.
I was able to basically program the system to function between a distance of 0 and 10,000. This should work, since the renderable area of the terrain is going to be a “snapshot” of the entire terrain, rescaled to a coordinate system that doesn’t exceed 10,000 units.
The next objective is to test the floating origin system. I need to be able to move the player in 64-bit space, then grab any nodes within close proximity to the player, and render those in a 32-bit compatible coordinate system.

13/07/2016 , 01:50:54 AM
P152 – Microsoft Visual Studio Express 2015 for Windows Desktop

13/07/2016 , 01:50:38 AM
Torque 3D MIT – P152

13/07/2016 , 01:50:43 AM
Torque 3D MIT – P152

13/07/2016 , 01:50:36 AM
Torque 3D MIT – P152
