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Posted: Mon Jul 05, 2004 9:17 pm
by bal
Really runs smooth now! 520FPS here. I really like this thingy, except from the part that you see all the little tiles (but that's so with every terrain). For the rest, I really like it :)

Posted: Mon Jul 05, 2004 9:24 pm
by Asterisk Man
I know what you mean, but I cant fix that unless you want vertices to be interpolated from between height map values, which would add a crapload of triangles per fram, not to mention making the LOD calculation rather annoying :(

Posted: Tue Jul 06, 2004 8:15 pm
by Peter Müller
Really good work! I'm very interested in this project! Will you release the source?
When do you think will it be possible, to set a floor texture (like in the Irrlicht Terrain Scene Node) under your great detail map implementation?

Posted: Wed Jul 07, 2004 3:33 am
by Asterisk Man
I will release the source when the node's ready :D (when im done making the triangle selector, making it eat less memory, and some bells and whistles).

As for texture, It's just a matter of changing the TCoords for each vertex (done at loading time), so that the terrain is rendered with the appropiate mapping, instead of just tiling it, like in the demo. The problem with this setup, is that for large maps, the texture tends to get all streched until it's barely recognizable, which I find very annoying. This problem also makes light maps look horrible if they're the same size as the original terrain, because the same diffuse color is added to the vertex * the size multiplier, so you can literally see each and every pixel there was on the light map :(

I'm also trying to learn about Cg programming (I know as little about this as I knew about terrain rendering a month ago) so as to try to use it to make te terrain less spiky and more rounded, so that it looks nicer, without adding all the cpu overhead adding extra vertices would make. I read somewhere that Cg is being implemented in Irrlicht, is it true?

Posted: Wed Jul 07, 2004 12:28 pm
by PeterM^LoggedOff
Good working! Still very interested!

Posted: Sat Jul 10, 2004 10:48 am
by dingo
1609 tris --- 369fps

NV35
(5900XT with 128 meg RAM)

Posted: Sat Jul 10, 2004 2:27 pm
by Peter Müller
Will it be possible to set an Terrain texture and a detail texture, in your release version?

Posted: Sat Jul 10, 2004 5:19 pm
by LordNaikon
please say yes :D

Posted: Sat Jul 10, 2004 5:45 pm
by Asterisk Man
terrain texture i know what it is, detail texture? I'd have to learn about it first... but sure!

Right now I'm redoing the rendering function, because as it turns out, it was only giving 2 LODs, because it was not subdividing squares smaller than 4x4. This fix should take me 2-3 more days, then I can set out to work on the triangle selector, which should be fairly easy to create, and this detail map u guys are talking about :)

Posted: Sat Jul 10, 2004 7:50 pm
by Peter Müller
A Terrain texture is stretched all over the terrain, while a detail texture is layn above it (with transparence, of cause) to show... the details :D

Posted: Sat Jul 10, 2004 11:50 pm
by Asterisk Man
sounds fairly easy to implement. However, remember that the vertices offer either one or 2 TCoords, so it's either light map and texture, or texture and detail texture, at least until we can use more TCoords :(

Posted: Sat Jul 10, 2004 11:55 pm
by Peter Müller
hmm, perhaps Irrlicht 0.7 will help, otherwise you'll have to make a new terrain texture, manuell, on which the detail map is blended on the stretched terrain texture.

Posted: Sun Jul 11, 2004 12:56 am
by Asterisk Man
You know, I'd really like to do that, except that I still dont understand the lokc and unlock method used for images and textures :( (Im probably just retarded in that way lol).

EDIT: After thinking about it a lil bit Peter, if I blended the detail texture with the strecht texture, wouldn't the detail texture get stretched?

Posted: Sun Jul 11, 2004 2:23 am
by thesmileman
aren't the lock and unlock methods just basic semaphorers?

Posted: Sun Jul 11, 2004 12:20 pm
by Peter Müller
After thinking about it a lil bit Peter, if I blended the detail texture with the strecht texture, wouldn't the detail texture get stretched?
No. Only the terrain texture is stretched. And the detail map is blendet over it, by repeating it.
In the end, there's a very large terrain texture.