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Author Topic:   Landscapes, Bryan Turner, Triangle fans, QuadTrees
Funkymunky
New Member
posted July 31, 2000 04:48 AM         
After reading Bryan's excellent ROAM tutorial on gamasutra and then downloading his updated version utilizing the quadtree structure, I implemented a Direct3d version of the second one. It works and works well, but Triangle Fan blocks in D3D means a Begin Scene and End Scene call per block, and that's something I just don't want to do. I decided to cut it from a triangle fan to a triangle list of just two triangles per block, but this brings about the problems the fans avoided,nameley cracks in the terrain.

What I tried doing was passing along an extra integer for each call of RecursRender that identifies which child is being rendered. I thought I could fix the cracks by doing the following:

A-----P-----B
|00000|00000|
|00000|00000|
|_____|_____|
|00000|00000|
|00000|00000|
|_____|_____|

when recursing, if this is the northwest child and the northern neighbor is not of the same LOD, then set P to the average of A and B.

I can't quite get this to work, but is the theory at least correct? Any help or suggestions? Thanks in advance!

[This message has been edited by Funkymunky (edited July 31, 2000).]

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Funkymunky
New Member
posted July 31, 2000 10:42 PM         
Yup, it worked! This stuff is really starting to look good too!!! thanks Bryan

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Dudymas
Member
posted August 13, 2000 12:02 AM            
what work you making that works and looks good?

BTW: Dudy = Programmer Newbie

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