Level Of Detail // Terrain Rendering episode #7

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In this video we discuss the creation of patches of different LODs in the Geomipmapping algorithm. We will also learn how to avoid cracks in the terrain through smart placement of indices and maintaining multiple permutations of the same patch based on the LOD of the patch and its neighbors.

Timecodes:
00:00 Intro
01:14 Creating different LODs
05:09 LOD creation rules summary
06:24 Crack management
10:26 Solving the cracks
12:35 Data structures overview
15:01 Start of code review
17:28 Calculating the number of indices
20:32 Initializing the indices
30:14 The Render function
32:35 Final test and conclusion

If you want to get the same version of the code that was used in the video checkout the tag 'TERRAIN7'.

Feel free to comment below.

Instagram: @ogldev1
Twitter: @ogldev

Music credits:
Creative Commons — Attribution 3.0 Unported — CC BY 3.0

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 'TERRAIN7'.

Build on Linux:
cd ogldev/Terrain7 && ./build.sh

Build on Windows:
Open the Visual Studio solution:
Build the project 'TerrainRendering\Terrain7'

OGLDEV
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hi keep doing this work, this will inspire a new generation of game developers. Thanks from Brazil!!

chr
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Like always - great explanation. With pleasure i listening those lessons:)
Regards.

madPL
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Thank you so much for your professional videos.
possible is do a parse some 3D file and import and export ?

fengshengteoh
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enjoying your tutorials - any chance of doing one for tiling for extremely large terrain scenes (say 5 degs by 5 degs - a 6000 by 6000 from srtm data from Cgiar)

simonrobins