Opened 19 years ago
Last modified 17 years ago
#96 new defect
Terrain Geomorphing in the Vertex Shader
Reported by: | patrick | Owned by: | nobody |
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Priority: | minor | Milestone: | Old Orxonox tickets orx-v0 |
Component: | GraphicsEngine | Version: | |
Keywords: | Cc: | ||
Referenced By: | References: |
Description
Terrain rendering has heretofore been computed by a CPU and rendered by a combination of CPU and GPU. It is possible to implement a fast terrain renderer which works optimally with current 3D hardware. This is done by using geo-mipmapping which splits the terrain into a set of smaller meshes called patches. Each patch is triangulated view-dependently into one single triangle strip. Special care is taken to avoid gaps and t-vertices between neighboring patches. An arbitrary number of textures can be applied to the terrain which are combined using multiple alpha-blended rendering passes. Since the terrain's triangulation changes over time, vertex normals cannot be used for lighting. Instead a pre-calculated lightmap is used. In order to reduce popping when a patch switches between two tessellation levels geo-morphing is implemented. As will be pointed out later, this splitting of the terrain into small patches allows some very helpful optimizations.
Change History (2)
comment:1 Changed 19 years ago by patrick
- Milestone changed from feature-taks to 0.3.6_graphics_and_performance
comment:2 Changed 17 years ago by bknecht
- Milestone changed from Graphics and Performance THISISOBSOLETE to Old Orxonox tickets
Milestone Graphics and Performance THISISOBSOLETE deleted