On Wed, Mar 24, 2010 at 10:43 PM, Frederic Bouvier <fredfgf...@free.fr>wrote:
>
> ----- "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 :
>
> It's pretty cool. It's not clear to me how much work on the CPU is
happening at run time. The hard part will be getting FlightGear to give up
on triangulated irregular networks (TINs).
>
> http://www.youtube.com/watch?v=7WYH27KyUBk
> The development of this engine stalled for more than a year.
>
> That's OK, my terrain engine has been stalled for longer than that :)
Tim
> -Fred
> --
> Frédéric Bouvier
> http://my.fotolia.com/frfoto/ Photo gallery - album photo
> http://www.youtube.com/user/fgfred64 Videos
>
>
>
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