Lot of terrain
Lot of terrain
Hi there i'm using Irrlicht with .NET CP and i'm trying to load a lot of heightmap (something like 2000), but after a few hundred loading i got an engine crash (i've got a C++ runtime error window).
It's probably due to large amout of data, and now i would like to modify the engine to enlarge the capacity of loading.
Where, in sources, shoud i seek ?
It's probably due to large amout of data, and now i would like to modify the engine to enlarge the capacity of loading.
Where, in sources, shoud i seek ?
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hybrid
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Using larger indices would not help here, I guess you run out of memory. Since you have all terrain scene nodes in memory you'll have several milliion vertices in memory (32k per terrain). You'll have to use an efficiently culled tiled terrain manager which loads new parts dynamically. Otherwise I don't see how this would be possible.
Running out of memory with 4Go ???
My guess is that the list than containing all the SceneNode get overflowed, but since i'm using Irrlicht .NET CP i can't catch the exception in Visual so i'm trying to modifying it, anybody got an other idea ?
Anyway hybrid if i get your idea properly i will have to make my own TerrainSceneNode right ? (then wrapping it into C# but that's not a big deal)
Is there already some algorithm for the culling job or will i have to create one by myself (again >_<) ?
My guess is that the list than containing all the SceneNode get overflowed, but since i'm using Irrlicht .NET CP i can't catch the exception in Visual so i'm trying to modifying it, anybody got an other idea ?
Anyway hybrid if i get your idea properly i will have to make my own TerrainSceneNode right ? (then wrapping it into C# but that's not a big deal)
Is there already some algorithm for the culling job or will i have to create one by myself (again >_<) ?
Ho mon dieu attention benjamin derrière toi c'est affreux !
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hybrid
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The basic culling is done automatically by the engine. But you'll probably need some more advanced features to handle the huge number of LOD operations etc. And for the dynamic loading you'll definitely need a custom scene node.
Memory requirements: (32k*10 bytes Vertices, 65k*2 bytes indices)*2 per terrain node, so it's about 900MB for just the terrain geometry. In case you have textures applied to the terrain you'll drop out much earlier.
Memory requirements: (32k*10 bytes Vertices, 65k*2 bytes indices)*2 per terrain node, so it's about 900MB for just the terrain geometry. In case you have textures applied to the terrain you'll drop out much earlier.