On Sunday, December 16, 2012 21:18:10 Stuart Buchanan wrote:
> On Sun, Dec 16, 2012 at 11:44 AM, Adrian Musceac wrote:
> > It' basically very simple. Far tiles no longer compute anything other
> > than it's own geometry, and also use a very low resolution texture set,
> > obtained by running a batch resize on the regular texture set.
> 
> OK. So you don't load anything other than the BTG file (e.g. no placed
> objects)?
> 
> I'm surprised there's any benefit to using a very low resolution texture
> set. Surely the normal textures are already loaded by OSG and it's cheaper
> just to refer
> to those rather than loading some more textures?  Or are we not
> sharing our textures
> between tiles?
> 
> -Stuart

Stuart, James,
I'm actually not 100% sure about textures, but I have provided my explanation 
for the case of having x,y,z materials within the inner tiles, and a,b,c 
materials within the outer tiles (intersections between them are irrelevant, 
since are loaded anyway).
I'd prefer having a,b,c which are not supposed to be seen at high res, being 
small size, until the materials enter the inner tiles and load the large 
textures (if not already in cache). My explanation may be wrong, I don't stand 
by it 100%.

My main interest with terrain was a) having longer distances available, and b) 
having separate traversal masks only for surface. All for use in my infamous 
now radio code. This lead to what I have now, an improvement in memory usage 
and view distance.

All this has gotten me interested again in LOD systems. I'd like to see the 
day when the whole earth can be rendered like Mathias said.

Cheers,
Adrian

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