Horde3D

Next-Generation Graphics Engine
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 Post subject: Terrain
PostPosted: 27.10.2009, 15:01 
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Joined: 25.10.2009, 14:18
Posts: 8
what is the performance of Horde3D when dealing with large scale terrain?


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 Post subject: Re: Terrain
PostPosted: 27.10.2009, 15:16 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
What do you mean? If you want to test the terrain extension, just replace the height map with one, that represents the largest possible texture that your graphics card supports. If you think of streaming terrains, you first have to write an extension that supports streaming.


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 Post subject: Re: Terrain
PostPosted: 27.10.2009, 21:09 
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Joined: 10.09.2006, 15:52
Posts: 1217
Depends on the size of the terrain of course. The LOD algorithm is quite efficient and scales well, so huger terrain of several km should not be much of a problem (should be tested though). However, loading times can be long, since we do some heavy preprocessing for the terrain (this data could be cached if loading times are a concern). Please note that for really large worlds (> 16 km) floating point precision will become an issue and some special care needs to be taken (like local per-sector coordinate systems and world coordinate shifting).


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 Post subject: Re: Terrain
PostPosted: 02.11.2009, 10:29 
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Joined: 11.06.2008, 10:34
Posts: 119
also pretty nifty in handling allot of geometry over a large area - http://mars.ironfoot.co.uk

Used a massive image for the texture, and hell of allot of polygons to get the details :) It would be nice if we could apply the LOD algorithm to geometry meshes then you just work straight from a 3d model instead of a heightmap, and use blended texture tiling (or unique/megatexture).

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 Post subject: Re: Terrain
PostPosted: 02.11.2009, 20:43 
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Joined: 10.09.2006, 15:52
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LOD for heightmaps is much easier to realize and more efficient due to the regular structure of the mesh. It is a lot more complicated for arbitrary geometry (especially getting good quality for the reduced meshes).


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