512x512 hightmap not rendering
512x512 hightmap not rendering
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]
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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).
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.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).