Better to wait on the new terrain from GSoC. The paging former in CS
doesn't work too well atm.

Greetings,

On 8/11/06, pascal.tempier <[EMAIL PROTECTED]> wrote:
> Hi
>
> Maybe see if you can see Fossi on the irc (most CS peoples are
> tere at european hours), he is working on paged terrain now,
> so i think him and res2k who wrote the terrain shader and Lod
> stuff may be the most able to help you.
>
> Orogor
>
> > 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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