Artur Biesiadowski wrote:

> After quick browsing your terrain code, it seems to me that you allow
> either colors or texture, not both (so no modulating by texture etc).

I did that last night as a memory usage thing. I'm trying to find out
why I'm running out of memory on a 1K square grid. Is it j3d, my stuff,
or something else?

Paul's original code had no support for colours. I added that in late
yesterday afternoon so it wasn't a direct design decision, just
exploring adding more features ATM. I also am adding paged/tiled
textures support. The APIs are there, but they aren't being used
currently. That should happen over the next day or so.

Out of interest, why would you want to blend the texture and colour
information? In addition, would you want multi-texturing in there?

> Also there seems to be no generation/support for normals. Are my
> assumptions correct ? If yes, then is this design decision or you just
> wanted to have basics quick and are happy if anybody else will implement
> these missing parts ?

Another case of "it wasn't in Paul's code so I haven't gotten around to
it yet". I'm sure I can quickly add the API calls for that and then let
someone else do the implementation work. It would have to be done
quickly, because I'm moving pretty fast on that code currently. More
optimisations yet to be done (put the FastQueue stuff back in, sub-tree
re-optimisation etc). Another area that I want to get fixed is the
calculation of interpolated height from the grid cell so that I can
start integrating the faster calc routines for the nav code.

So, what's on the TODO list? This is what I can think of off the top of
my head:

- Appearance handling. I'd like to allow the end-user to control the
appearance rather than having it generated internally. Allows the end
user to do stuff like changing to line mode or controlling lighting
calcs. Have to be careful though because we want to start doing texture
paging as well, which may mean separate textures for each patch and
hence separate appearance instances.

- Nav code to use the new interfaces for fast terrain following

- Texture tiling/paging to allow support for large terrains

- Optimisations of patch management - Adding and removing patches from
the scenegraph as the user moves around so that we can keep total memory
consumption under control

- An implementation of some form of dynamic loading/unloading of the
height-grid information (eg allow navigation over multiple DEMs and swap
in/out as necessary

- Further optimisation of ROAM algorithms. Paul pointed me at this
message, which is what I'm going to be following in future work:

http://www.cognigraph.com/ROAM_homepage/phases.html

- Addition of vertical structure information into the patch structure.
Buildings etc should also be subject to the LOD handling too. Paul
mentioned something about having implemented a technique for doing this
for his City of Bath project. Going to be talking to him on the phone a
bit later today for various things so will also chat about this.

--
Justin Couch                         http://www.vlc.com.au/~justin/
Freelance Java Consultant                  http://www.yumetech.com/
Author, Java 3D FAQ Maintainer                  http://www.j3d.org/
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Neither man nor woman is the measure of all things. Every organism
processes data according to its domain, its environment; you, with
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                                               - Greg Bear, Slant
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