Experimental terrain generation with GRASS: Difference between revisions

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(Created page with "{{WIP|This page features a currently unreleased feature.}} This is a much larger undertaking than my previous learning exercise TerraGear texmapped line data Again, I have ...")
 
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I think it will be necessary to have a 'pin' shapefile that will be used by the scenery generation tools to pin each LOD to a constant (for cities, with lots of custom scenery, airports, etc.)  In this way, each LOD within the shapefile would have the same data to eliminate popping for important areas.
I think it will be necessary to have a 'pin' shapefile that will be used by the scenery generation tools to pin each LOD to a constant (for cities, with lots of custom scenery, airports, etc.)  In this way, each LOD within the shapefile would have the same data to eliminate popping for important areas.
LOD algorithm:
I plan on using a simple LOD algorithm based on a regular mesh (from the DEM data).  Shapefile generated triangles that intersect the tile boundaries generate new nodes.  The good new is, these nodes are in the same position, regardless of LOD.  At a certain point, line data will not be used to generate tiles, just landclass.
Below is the idea
[[File:lod_idea.png]]
On the left, the tile is 1 lod lower than the tile on the right.  The landclass vector intersect the tile boundary, and triangles are generated.  If the LOD is swapped (so the tile on the right is of lower detail), the boundary intersection is the same, so there should not be any tears.
What this implies, is that along the tiole boundary, there needs to be the same number of vertices.  At some point, vector data will no longer be included in the tile.  When this occurs, we still need to keep the intersection nodes, but terminate them as soon as possible.


[[Category:Scenery enhancement]]
[[Category:Scenery enhancement]]
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