This weekend I was reading "Game Programming Gems II" and in it there
was a chapter on tile-based terrain.  It was very similar to what I've been
trying to figure out what to do.  The author stated that this method could
potentially be faster than ROAM or VIPM methods.  I haven't had the
opportunity yet to code up a prototype.

----- Original Message -----
From: "Lan Wu-Cavener" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, January 14, 2002 11:14 AM
Subject: Re: [JAVA3D] Landscapes, again


> Hi, all:
>
> I am also facing the same problem. I have tried the strategy to devide the
> data into cells. But the performance is not appealing due to detaching and
> re-attaching BranchGroups while navigating through the scene.
> I have read quad-tree algorithm but I don't know how it can be applied.
> What is ROAM?
> Could some one please give some hints on dealing with such issues?
>
> Thanks in advance!
> Lan
>
>
> At 03:32 PM 1/11/2002 -0700, you wrote:
> >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.
> >
>
> Lan Wu-Cavener
> Research Associate and Programmer
> Dept. of Landscape Architecture
>
>
===========================================================================
> To unsubscribe, send email to [EMAIL PROTECTED] and include in the
body
> of the message "signoff JAVA3D-INTEREST".  For general help, send email to
> [EMAIL PROTECTED] and include in the body of the message "help".


_________________________________________________________
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com


===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST".  For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".

Reply via email to