thanx i will look in to it , but i dont really understand how to do LOD on a octahedron, do you do it the same way as clipmaps for use octagons instead of rectangles, or do you use an octahedron and clip what ever you cant see, and just LOD the whole object as the camera moves in and out. i manged to port oneals examples to xna and vb.net but its too low detail, so that why i am working on clipmaps now. Thanx :)
do you use 1 clipmap or 6 ? i am trying to do the same using 1 i warp the vertices to a unit sphere as the user moves round the planet, but so far not so good when i move of from a face.
@budinga Hey, I'm currently using a single larger texture as a container for the multiple levels of the clipmap. (I use an octahedron based support geometry => no sphere => much less distortions & efficient paging of source chunks).
Additionally I use multiple container textures for e.g. normal maps, texture splatting etc.
Very nice:)
ArcadeGames 1 month ago
There's a great article about Atmospheric Scattering on the NVIDIA site somewhere if I'm correct.
AniCator 7 months ago
thanx i will look in to it , but i dont really understand how to do LOD on a octahedron, do you do it the same way as clipmaps for use octagons instead of rectangles, or do you use an octahedron and clip what ever you cant see, and just LOD the whole object as the camera moves in and out. i manged to port oneals examples to xna and vb.net but its too low detail, so that why i am working on clipmaps now. Thanx :)
budinga 1 year ago
@budinga pm'd you
valen16 1 year ago
do you use 1 clipmap or 6 ? i am trying to do the same using 1 i warp the vertices to a unit sphere as the user moves round the planet, but so far not so good when i move of from a face.
budinga 1 year ago
@budinga Hey, I'm currently using a single larger texture as a container for the multiple levels of the clipmap. (I use an octahedron based support geometry => no sphere => much less distortions & efficient paging of source chunks).
Additionally I use multiple container textures for e.g. normal maps, texture splatting etc.
valen16 1 year ago
Looks Really Good. Add an HDR pass and you can fix the sun scattering problem as it's near the horizon.
nickimusreximus 1 year ago