----- "Curtis Olson" <curtol...@gmail.com> a écrit :
> On Wed, Mar 24, 2010 at 3:38 PM, Tim Moore < timoor...@gmail.com > wrote:
>
>
I think skirts at a slightly less-than-vertical angle are the way to go. It
doesn't matter if skirts of adjacent tiles intersect.
>
> If I had to pick a way to handle the seams between different LOD tiles, I
> think I'd lean towards skirts too ... angles slightly out shouldn't hurt
> anything, I like that idea. I would create a skirt that replicates the edge,
> but extending down some safe distance and then out just a small bit. The
> color and texture coordinates for the bottom of the skirt should duplicate
> that of the matching edge.
>
I don't think we need to do anything too fancy. I'm a fan of "Chunked LOD"
approaches that switch in different pieces of a mesh instead of changing
discrete polygons. But a real LOD scheme that goes all the way out to the full
earth would let us fully integrate with OSG's DatabasePager and allow us to
easily support terrain paging for multiple views.
>
> Yes, there definitely are reasons a LOD scheme would be nice to have.
What about ROAM2 that combine big chunk and seamless joins without skirt. This
is what I did in this (already posted) video :
http://www.youtube.com/watch?v=7WYH27KyUBk
The development of this engine stalled for more than a year.
-Fred
--
Frédéric Bouvier
http://my.fotolia.com/frfoto/ Photo gallery - album photo
http://www.youtube.com/user/fgfred64 Videos
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