David Yazel wrote:

> The alpha blending problem for coplanar surfaces is a real weakness.

As Doug has said, this looks like a bug in Java3D. However, I'm going to
challenge the basic assumption that you need coplanar surfaces in order
to Do It Right.

> Our engine can calculate textures for every splat at any desired density, as
> well as splat masks for compositing.  The problem we are facing is that we
> need to generate terrain for a large area, so we can't afford to store that
> many high density patch-specific textures.  Well we can get close with 6.3
> GB of storage :)

So there's nothing particularly unusual about that amount of data. If
that was a GIS, it would be classed in the tiny realm. Some GIS's work
with Terrabytes of data, so from a purely philosophical perspective, I
see nothing special in the above requirements.

One situation that I always find disappointing is that game developers
don't talk to the simulator developers and vice-versa. Almost all of the
techniques are interchangable to some degree. For example, how is an
MMPORG covering half a million square kilometers any different to an
F/A-18 flight simulator or an Abrahams tank simulator? Both have to
cover very large pieces of "earth", every patch must be unique, the user
can move about in very quick fashion, and a lot of detail is needed
(particularly in the tank sim case).

In the simulation world, a lot of the information is dragged directly
from some form of GIS. As a general rule, GISs produce basic surface
texturing data as an image and the rest as vector plots. For example you
wil get back a satellite image of the plot of land and then a collection
of vector data describing roads, rivers etc (we're ignoring elevation
data). The renderer then has to make something of this. Obviously it
can't draw just straight lines in 3D space to represent a road, it has
to create something that looks realistic. In a lot of cases that I've
seen or read about, these simulators most of the detail work is taken
care of by generating textures on the fly. You start with the basic
texture such as a 2 lane, centerline road and then tile your own
textures as needed. The reason for this was that it is much faster to do
it this way because it uses 2D hardware rather than using 3D hardware.
2D hardware was far faster than 3D for these sorts of actions for a long
time.

In the MMPROG world, I don't see that there needs to be much difference
in approach. Instead of coming from a formal GIS package, you have your
own propertary system. Moving through the world is just a case of
picking up the detail vectors and compositing together as two, maybe 3
textures (basic colour, lightmap, bump map). You should have enough CPU
cycles to do these compositing steps on the fly.

--
Justin Couch                         http://www.vlc.com.au/~justin/
Java Architect & Bit Twiddler              http://www.yumetech.com/
Author, Java 3D FAQ Maintainer                  http://www.j3d.org/
-------------------------------------------------------------------
"Humanism is dead. Animals think, feel; so do machines now.
Neither man nor woman is the measure of all things. Every organism
processes data according to its domain, its environment; you, with
all your brains, would be useless in a mouse's universe..."
                                               - Greg Bear, Slant
-------------------------------------------------------------------

===========================================================================
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