Hi

Thnx for the tipps!
I tried the Cavan solution. But as we would like to have some  
textures on the terrain too, it wasnt a solution for us.

We desided to use the following settings:
        <lodvalue name="splatting distance">20</lodvalue>
        <lodvalue name="block resolution">8</lodvalue>
        <lodvalue name="block split distance">4</lodvalue>
        <lodvalue name="minimum block size">32</lodvalue>
        <lodvalue name="cd resolution">256</lodvalue>
        <lodvalue name="lightmap resolution">2049</lodvalue>
        <staticlighting>yes</staticlighting>
        <castshadows>yes</castshadows>

with an material map of 2048px.

The  "splatting distance" seems to be the most critical parameter for  
the framerate.
so we will let the user decide at the beginning, how fast its  
computer is and then change the amount of the "splatting distance"  
from 0 - 200.

this solution will hopefully only be temporarily.
we still have unsolved problems with the terrains:
the mountains at the horizon are jumping from one shape to another  
(totally different one).

kind regards
mathias



Am 31.07.2006 um 22:06 schrieb Manuel Padrón Martínez:

> Hi:
>
> We made a similar project (look at cavacan screenshots on crystal
> website). Our solution was use a lot of terrain objects (66) with  
> only one
> texture per terrain(no  material map). We get a "decent" speed (30 fps
> almost all the time) But with this solution we got problems in the  
> unions
> of the terrains object (one terrain at one lod level and another  
> terrain
> at other level makes appears holes) so we use lower lod values (so  
> almost
> all the time we had the same lod level in all the terrain objects)  
> and it
> goes over 20 fps but that works for us.
>
> We have 66 textures of 2048x2048 px (using DDS speed up a lot the  
> loading
> time) and the terrain was the "El Hierro" Island size (thats 30 Km  
> X 25 Km
> aprox.) with a heightmap of 3000x3000 points (one point every 10  
> meters)
>
> We are now working in a new project for even bigger terrains and we  
> are
> now fighting in how can we made to load and unload a lot of texture
> more... in a few months maybe we have a better solution :)
>
> If you have any question... just ask :)
>
>
>> hello
>>
>> our project needs and is using huge terrains (over 4km).
>> therefore I used:
>> terrainmaps with 2049px.
>> materialmap with 2048 / 2049px.
>>
>> problem 1)
>> the size of the material map is fixed to a resolution of 512px.
>> so I changed this value to 2048:
>>
>> CS/plugins/mesh/terrain/brute/brute.cpp: 222:
>> res=2048;
>>
>>
>> problem 2)
>> the frame rate with such a big material map is very slow!
>>
>>
>> any suggestions how to speed this up?
>>
>> kind regards
>> mathias
>
>
>
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