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 > > > > > > > > > > > > > ---------------------------------------------------------------------- > > > > --- > > > Take Surveys. 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