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(cat: Scenery) |
(→Ideas: added more comments regarding threading and CDLOD, along with Project Rembrandt.) |
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Sharing the same texture for a huge area save state changes. The tile quad geometry could be saved in the btg format to a Terrain.LowRes directory tree, using the material property to reference the shared texture | Sharing the same texture for a huge area save state changes. The tile quad geometry could be saved in the btg format to a Terrain.LowRes directory tree, using the material property to reference the shared texture | ||
* For the LOD algorithm, CDLOD [http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/] would probably be the best bet. CDLOD is like Chunked LOD, but plays nice with the GPU, and subdivides the LOD based on the distance from the camera/view point. | |||
* the LOD algorithm should be moved to a seperate thread, otherwise it really will just drain on the main thread, and will have less, if not worse performance that is possible with a properly implemented LOD system. This may have some problems however due to the potential for the LOD system to have issues with the property tree and threading. | |||
* It may be wise to base the LOD changes off of Rembrandt, rather than the current FGFS code base. Deferred rendering from Rembrandt is a major rendering change, and it may or may not play nice with a new LOD implementation based on the non-deferred rendering of the current code base. | |||
= References = | = References = |
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