Geomipmapping // Terrain Rendering episode #6

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In this video we study Geomipmapping - an algorithm that enables continuous level of detail.

Timecodes:
0:00 Intro
0:54 Geomipmapping overview
1:51 Vertex/Index buffer setup
2:59 Level Of Detail
4:40 Handling terrain cracks
8:23 Implementation details
9:26 Patch rendering
10:44 Updating the index buffer
11:55 Changing the vertex layout
13:52 Conclusion

If you want to get the version that was used in the video checkout the tag TERRAIN6.

Feel free to comment below.

Instagram: @ogldev1
Twitter: @ogldev

Credits:

Enjoy,

Etay Meiri

#opengl #ogldev #opengtutorials
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Clone the sources:

If you want to get the same version that was used in the video you can checkout the tag 'TERRAIN6'.

Build on Linux:
cd ogldev/Terrain6 && ./build.sh

Build on Windows:
Open the Visual Studio solution:
Build the project 'TerrainRendering\Terrain6'

OGLDEV
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Hi! I did implement similar terrain triangulation few youers ago, now I get back to my "engine" project and I just found this tutorial. Im so glad there is someone else sharing the same approach and making tutorial of it so I can compare your implementation with mine. Thank to you I can analyze both implementations and find a spots for improvement of my algorithms. Thanks a lot for this tutorial!

oozierus
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awesome, stellar instruction, very clear

kirillholt
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will these series cover collisions that allow a player to move on the terrain?

miguelmyers
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Thank you so much for these series!! I changed MidpointDisplacement Terrain to use GeomipGrid instead of TriangleList but now I am getting incorrect edges on the sides of the map, any idea what could be causing this?

nerijusvilcinskas
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This is quite old slow technique. Newer variations use static mesh and use compute shader to prepare index buffer (or my favorite solution: they compute interpolation position for vertex without neighb. for eliminating of edge cracks) for one drawcall terrain. Will you make tutorial on this?

Cowayger
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It would be cool if you can scale this series into water rendering as well. Again, thanks for tutorial! 🙂

cheerwizard