512x512 hightmap not rendering

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isfk
Posts: 24
Joined: Tue Jul 17, 2007 8:12 pm

512x512 hightmap not rendering

Post by isfk »

I am trying to render a 512x512 hightmap, but it doesn't completely reander, only a thin slice of it. Does anyone know why that would be?[/img]
christianclavet
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Post by christianclavet »

Not completely sure, but Heightmap maximum size is 128x128 (0-128) is my memory is good. If you go beyond this you'll have problems.

Can you send a screenshot. Also try to reduce the texture to that size and do a test to see if I'm right.
isfk
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Joined: Tue Jul 17, 2007 8:12 pm

Post by isfk »

What if we want a large terrain? Do we have to tile multiple heightmaps together?

Is there a way to submit my screenshot without uploading it to a URL?
hybrid
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Post by hybrid »

You can file a bug at Irrlicht's bug tracker https://sourceforge.net/tracker2/?atid= ... unc=browse where you can also upload screenshots. Or use one of the usual image hosters.
Irrlicht couldn't render terrains larger than 256x256 pixels until version 1.5. Due to the optimization of the terrain scene node (for LOD support) it usually gives best results with terrains of size 2^(n+1) in both dimensions, which made an optimal size of 129x129 in those versions.
However, Irrlicht 1.5 added support for 32bit indices and VBOs, which makes it possible to render much larger scenes - in theory. In practice your gfx card might not support as many vertices at once, and give you strange results. But we'd need more details (about your terrain, the code you use, the drivers and version of the engine, and about your gfx card).
isfk
Posts: 24
Joined: Tue Jul 17, 2007 8:12 pm

Post by isfk »

hybrid wrote:You can file a bug at Irrlicht's bug tracker https://sourceforge.net/tracker2/?atid= ... unc=browse where you can also upload screenshots. Or use one of the usual image hosters.
Irrlicht couldn't render terrains larger than 256x256 pixels until version 1.5. Due to the optimization of the terrain scene node (for LOD support) it usually gives best results with terrains of size 2^(n+1) in both dimensions, which made an optimal size of 129x129 in those versions.
However, Irrlicht 1.5 added support for 32bit indices and VBOs, which makes it possible to render much larger scenes - in theory. In practice your gfx card might not support as many vertices at once, and give you strange results. But we'd need more details (about your terrain, the code you use, the drivers and version of the engine, and about your gfx card).
Bug as been added as "2498212", but I was not able to upload the heightmap, only the output. The map is too big, and now I don't think it will let me modify the bug ticket now that its created.
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