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"Since you dont use fog and do use LOD how do you eliminate the popping effect usually related to LOD terrain implementations?"
Correct Max, Geo-Morphing is the only way you can get smooth transitions between non-continuous LOD levels.
Its not a difficult to grasp concept... but the implementation I leave as an exercise for the reader :]
"Since you plan on having levels of a much larger scale(...)"
In my case the "far clip plane" is in the point where the polygons near the horizon are so close to one unit or sub-pixel coordinates that it is in essence "The Horizon" and so you can't see beyond that -- note that you can't see that in my screnshot yet, yes, thats actually the end of the level :]
"(...)how do you handle occlussion culling?"
Well, that was the easy part, I just called Paul Nettle and he kindly gave me his source code, so I just dumped all the polys in and got the result back... :]
How DO you handle occlusion culling ? There is no magic involved here... you get a quadtree, but it can be any hierarchical space partition scheme (read TREE), and then you do a In/Out/Intersect test per node against the view frustum planes. This is it.
Also, if using the LOD approach I don't believe you can do it any other way, because if you have to do the tree descent to do the split pass, then you better go and use it to cull the nodes anyway. Why use a parallel structure to do this ?
Its the divide and conquer syndrome. Trees are arguably the most versatile data structures ever. And until you get some fundamental computing process redone, like I don't know, associative memory or something, then its likely you will end up with one in any major algorithm you need.
-Rui
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