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I have a lot of questions after reading up about this technique, I hope this isn't too much to ask all in one go, but I would be extremely grateful for someone to help me make sense of this technique. Is this during the initial mesh generation, or is there a separate algorithm which does this.
When reading up about quadtree's, Axis-aligned bounding box's are mentioned a lot. In this case would each chunk have a collision bounding box to detect the camera or player is nearby? Example below:. It does not matter. For example, you can integrate the chunking into your mesh generation algorithm. You can even do this dynamically, so that lower levels are added dynamically e.
You can also generate a high-resolution mesh from artist input or elevation measurement data and aggregate it up into all the LOD chunks at asset finalization time. Or you can mix-and-match. It really depends on your application.
Not necessarily. The tree just stores information about the geometry and how to render it. A very cheap and easy option is to use the distance to the centre point of the chunk and then correct it.
You know that this distance is always an underestimation: if the centre point is at distance Z , this means that half the chunk is closer than that. What we do not know however is the orientation. If we are viewing a chunk of width w edge-on, the closest bit of the chunk will be at distance Z-w. If you can live with this uncertainty you almost always can , you are done. Note that you could also correct for the viewing angle using basic trigonometry.
I prefer to calculate the absolute minimum distance from the camera to the chunk to minimize artifacts. In practice, this means doing a point-square distance test. It's a bit more work then calculating distances to the centre points, but it's not like you'll do a zillion of these every frame. If you can leverage your physics engine to do this then by all means do so, but you really want to think about it more in terms of "distance query" than "collision".
It really depends on the design of your engine. I would recommend keeping the leaves relatively light-weight though. Depending on your platform, just the call overhead of having a few thousand terrain-chunks perform their own update every frame can seriously impact performance. They do not have to, but it's convenient if all chunks take up the same amount of space. Then you can do your GPU memory management in units of "chunks".
If you have a good reason to vary the chunk geometry size, by all means go for it. Sign up to join this community. The best answers are voted up and rise to the top. Home Questions Tags Users Unanswered. Asked 7 years, 6 months ago. Active 7 years, 5 months ago. Viewed 5k times. Caius Eugene. Caius Eugene Caius Eugene 6 6 silver badges 20 20 bronze badges. Active Oldest Votes. Particularly that a lot of the implementation is down to considering the engine's capabilities. With 3a I'm still unsure as to when to fire a distance query, the two implementations I've considered sound CPU heavy, I will do some more research on this.
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Between each chunk is crack, how to fix it? I have 4x4 field with class MapChunk. Each chunk has own data for heightmap. I render one by one chunk. And now my question… How can I connect first chunk with second? To dissapear these cracks. You have just divided your map into tiles.
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Since summertime of , I've been doing some personal research into hardware-friendly continuous LOD. It renders CLOD, with geomorphs, using batched primitives. It's very friendly to texture LOD and paging data off disk. The downsides include a long preprocessing phase, and some size overhead for the disk file. But otherwise it really rocks.
Privacy Terms. Quick links. It's basically going to be a 'chunked' scheme, in which the world is broken into chunks and I generate multiple meshes at different resolutions for each chunk. When rendering I decide which level of detail to use for each particular chunk based on e. This is similar to how many terrain renderers work.