The LOD Manager // Terrain Rendering episode #8

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In this video we're going to wrap up the discussion about Geomipmapping, our algorithm for continuous level of detail. We focus on the LOD manager that helps us decide what combination between the LOD of the core of the patch and the LOD of ring the patch should be rendered.

Timecodes:
00:00 Intro
02:00 Class structure
02:43 The LodManager class
03:11 Setting the LODs
05:41 The responsibilities of the LOD manager
06:35 Calculating the maximum LOD
09:48 Mapping the distance to LOD
12:13 The Render function
13:00 The Update function
16:22 Final demo
16:56 Outro

If you want to get the same version of the code that was used in the video checkout the tag 'TERRAIN8'.

Feel free to comment below.

Instagram: @ogldev1
Twitter: @ogldev

Credits:
Creative Commons — Attribution 3.0 Unported — CC BY 3.0
Music promoted by Audio Library • Phuket – Scandina...

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 'TERRAIN8'.

!! Note that we are actually using the code from the previous tutorial so the instructions below refer to '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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Super helpful series exciting to see future videos

phntm
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Thanks for your contribution to computer graphics :)

juanxpeke
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I really appreciate your time doing this and taking time to answer our questions, I have sent a donation via PayPal. This probably was the hardest tutorial so far for me, dynamic LOD is working perfectly, but I'm having a weird issue: looks like a single vertex is missing from each patch, no matter how far or close the camera is. If you look really close you can still see there is vertex there but it's less bright than surrounding vertices and then I'm not in wireframe mode I can just see a black hole on every patch.

nerijusvilcinskas
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I figured this part out back in 2019 without any tutorial. :)
The Main difference is I put the converter on the lower res to the higher res.
Because, it would be more expensive to update the highest res.
LOD0 would never need to be changed this way. :)

TheJGAdams
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hi, could you share the examples from the 3d terrain programming book cd? I saw the book in your video and managed to find a single copy to buy in Brazil, but I received it without the cd. Because the book is old it is almost impossible to find the cd to buy

chr