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How would I test if a section of quadtree terrain is in view?

Last post 8/21/2007 4:11 AM by Coding4Fun. 30 replies.
  • 8/18/2007 11:18 AM In reply to

    Re: How would I test if a section of quadtree terrain is in view?

    Yeah, it is a pretty realistic effect. I'm going to work on specular lighting in the shaders soon, I'm hoping to get a moonlight effect at night.

    If you could post a screenshot of the shading that you spoke of that'd be great. I never thought about it and I wonder how it'd look. I know that with sharper edges, or more steep terrain, I've noticed less realistic shadows, does it help in those situations?

    XNA QuickStart Engine (3D Game Engine for XNA) | My site
    "I'll be whatever I want to do!", Philip J. Fry
  • 8/19/2007 7:02 AM In reply to

    Re: How would I test if a section of quadtree terrain is in view?

    Here is a screenshot of my actual implementation. There are absolutely no visible edges, even not there where two LoD levels meet. The screenshot doesn't capture the dynamic light very well, though
  • 8/19/2007 7:35 PM In reply to

    Re: How would I test if a section of quadtree terrain is in view?

    That does look pretty slick, I really need to work on something like that. When my terrain becomes steep it is easy to see the edges, which takes away from the reality of it.

    XNA QuickStart Engine (3D Game Engine for XNA) | My site
    "I'll be whatever I want to do!", Philip J. Fry
  • 8/20/2007 3:38 AM In reply to

    Re: How would I test if a section of quadtree terrain is in view?

    for texture splatting i used an rgb-map. each channel holds 8 bit for every pixel. with that information i'm able to get a percentage for each pixel and each texture (max: 4 textures). with a 2d graphics application you are able to draw the image for each channel.

  • 8/20/2007 7:49 AM In reply to

    Re: How would I test if a section of quadtree terrain is in view?

    Yeah, if you don't need any special textures than doing it on the fly in the shader is fine, but when you like to add textures like streets at certain places in the terrain, then this technique is probably the easiest one.
  • 8/21/2007 4:11 AM In reply to

    Re: How would I test if a section of quadtree terrain is in view?

    melvil: will you be at the games convention?
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