Hi all,
 
    I'm starting to poke about with landscapes again.  I've mastered rendering a 32x32 heightmap.  Last night, I figured out how to put in water, but I've still got to make a test program to see if I've got it right.  And I'm looking forward to eventually getting a model walking across a scene.
 
    I've a couple of FUDs (Fear, Uncertainty, Doubt) about a few things, tho.  I'm not sure how I can use a quad-tree or oct-tree to do culling within a scene graph.  I can understand it in immedate mode.  It seems to me that the Shape that I'd create would have to be removed and rebuilt with each movement of the camera.  Even just panning from left to right would cause it.  Doesn't that create a lot of overhead?  Or am I just not grasping it?
 
    One way I though of handling a large landscape was this:  I would break my landscape data up into cells.  I would only load a few cells at a time, the cells the camera is in and the adjacent ones.  Something like this (gotta love ascii art!):
 
[ ][ ][ ][ ][ ]
[ ][X][X][X][ ]
[ ][X][*][X][ ]
[ ][X][X][X][ ]
[ ][ ][ ][ ][ ]
 
[*] = the cell the camera is in
[X] = adjacent cell
[ ] = unloaded cell
 
    I was thinking that I could use some sort of LOD routine, perhaps ROAM, to handle the loaded cells.  But that brings me back to the question of manipulating the Shape I've loaded into the scene graph.
 

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