DrawMap

DrawMap

Requests for features in the spring code.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

DrawMap

Post by Argh »

Map property, 1 or 0. I'd like to play around with having a world where the map drawing doesn't occur at all.

Why?

Well, check out this wiremap shot, of a map that's absolutely flat (all heightmap values are equal, period), with no shadowmap on...

Image

Interesting, how many polygons we're using.

If I put POV down to the lowest value, I assume it turns into a pair of triangles, but this is only POV 32, which is barely acceptable. Can somebody explain to me again why we aren't storing a series of LODs for large sectors, and then using the LODs for sectors depending on distance from camera --> some user variable? I know that this is supposed to be hot shit, but well... er... that's something like a thousand triangles. For a square.

Here's what it looks like, with ViewRadius 2:

Image

Note the effect on my raw FPS. Let me just turn it off. I have a better idea, although it may take some custom tools for us to do it right.
Last edited by Argh on 08 Jan 2009, 01:04, edited 1 time in total.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: DrawMap

Post by Kloot »

Spring.SetDrawGround(false)
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: DrawMap

Post by Argh »

Ok.

Well, when I'm done programming the leveled tier thing and have built a couple o' things for you (Kloot) to... play with... I'll see about messing with this. The idea is to have pre-computed display lists with LODs for various terrain sections, instead of tesselating on the fly... I'm sure there are papers on this somewhere, but has anybody developed tools for actually making the meshes, or am I going to have to just do that the hard way?
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: DrawMap

Post by Argh »

I didn't figure this was really a unique idea, just in case anybody thought so. The only part that I think is unique is what I envision as the tools necessary to actually do the job right. More on this later.

http://www.ernestszoka.com/tstriplod/tstrip.htm

Crystal Space description- sounds like SM3.

http://www.tar.hu/gamealgorithms/ch14lev1sec4.html (is this the approach we're using, btw?)

This is interesting. Neat paper, wish I understood more about this stuff. No time.
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