P-152: Virtual World Concept Update 145: Planet-sized Terrain: Part 24
I ran into an unexpected issue when fixing the high-detail Level of Detail system.
The translations that I made to correctly render the terrain nodes in 32-bit space made my existing distance calculations (to the center of the nodes) useless.
It took some time to rewrite the distance calculation and get a usable distance value to use with the Level of Detail system.
I basically had to get the center of each nodes translated position (I was using it’s untranslated position originally), taking into account the radius of the world, and multiply this position by the mObjtoWorld (Object to World) matrix. This gave the correct position of that node in world space, which I could then use to get the correct distance from the player to that node.
I can now work on fixing the subdivision issues. The terrain is looking far too jagged and rough after subdivision, but I am hoping the issue is just with the parameters to the noise function.

31/07/2016 , 01:42:44 AM
Torque 3D MIT – P152

30/07/2016 , 11:58:55 PM
Torque 3D MIT – P152

31/07/2016 , 01:42:52 AM
Torque 3D MIT – P152
