Some of my own projects are written with C++, OpenGL and SDL, and sometimes OpenAL. I've also worked with randomly generated heightmaps, but I've never fitted them to a sphere, or implemented scaling LOD. Good work, this is beyond my ability! :)
@x75tiger75x Tessellation wasn't really an option when I wrote this demo. But I'll prolly look into it in the future. What I did in this demo to hide the transitions between the different LOD levels, is something called vertex morphing. For it to work I calculate a morph factor for each quadtree node in the range 0-1. This factor is used to interpolate between 2 LOD levels in the vertex shader. When the triangles are textured the LOD changes are nearly invisible.
@geomancer120 yes quadtree^^ you can read more about how it works in my channel comments. frustrum culling isn't implemented, but it should be relatively easy to do it.
Some of my own projects are written with C++, OpenGL and SDL, and sometimes OpenAL. I've also worked with randomly generated heightmaps, but I've never fitted them to a sphere, or implemented scaling LOD. Good work, this is beyond my ability! :)
Sappharos 3 months ago
one word 2 syllables. EP-IC
SafasoTV 4 months ago
wow! awesome
pufixas 5 months ago
Render LOD's ?
Pyware50 5 months ago
Is this made with C or C++?
TheLizardGamer 5 months ago
@TheLizardGamer C++, SDL, OpenGL and a few other libraries
NemexNexSoft 5 months ago
how many polygons does the planet have?
hiphoper19881988 8 months ago
NICE !
FireMan24444 9 months ago
you should incorporate tessellation for smoother transition between those LODs in quadtrees.
x75tiger75x 11 months ago
@x75tiger75x Tessellation wasn't really an option when I wrote this demo. But I'll prolly look into it in the future. What I did in this demo to hide the transitions between the different LOD levels, is something called vertex morphing. For it to work I calculate a morph factor for each quadtree node in the range 0-1. This factor is used to interpolate between 2 LOD levels in the vertex shader. When the triangles are textured the LOD changes are nearly invisible.
NemexNexSoft 10 months ago
Very nice. Quadtree? Also, is there frustrum culling?
geomancer120 1 year ago
@geomancer120 yes quadtree^^ you can read more about how it works in my channel comments. frustrum culling isn't implemented, but it should be relatively easy to do it.
NemexNexSoft 1 year ago