<?xml version="1.0" encoding="UTF-8" ?>
<?xml-stylesheet type="text/xsl" href="http://forums.xna.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Game Algorithms</title><link>http://forums.xna.com/forums/45.aspx</link><description /><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 0.0)</generator><item><title>Re: QuadTerrain LOD: Finished</title><link>http://forums.xna.com/forums/thread/252244.aspx</link><pubDate>Tue, 17 Nov 2009 05:09:21 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:252244</guid><dc:creator>fearlessdolphin</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/252244.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=45&amp;PostID=252244</wfw:commentRss><description>Can someone please explain, What does it mean to have a static dataset when working with QuadTree Lods and why is this not a limitation in geometry clipmaps?&lt;br /&gt;</description></item><item><title>Re: QuadTerrain LOD: Finished</title><link>http://forums.xna.com/forums/thread/238755.aspx</link><pubDate>Thu, 15 Oct 2009 14:13:27 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:238755</guid><dc:creator>TnTGaming</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/238755.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=45&amp;PostID=238755</wfw:commentRss><description>I did get it to work but I don&amp;#39;t have my code here, I will check for you later and post.</description></item><item><title>Re: QuadTerrain LOD: Finished</title><link>http://forums.xna.com/forums/thread/238416.aspx</link><pubDate>Wed, 14 Oct 2009 19:58:07 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:238416</guid><dc:creator>Justin Le Clair</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/238416.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=45&amp;PostID=238416</wfw:commentRss><description>Hey, I&amp;#39;m getting this error when I&amp;#39;m trying to get it going on my Xbox&lt;br /&gt;
&lt;br /&gt;
An unhandled exception of type &amp;#39;System.NotSupportedException&amp;#39; occurred in Microsoft.Xna.Framework.dll&lt;br /&gt;
Additional information: This functionality is not available on this platform.&lt;br /&gt;
&lt;br /&gt;
at this line : normalTexture.GenerateMipMaps(TextureFilter.Anisotropic);&lt;br /&gt;
&lt;br /&gt;
did you find a workaround for this?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
Justin&lt;br /&gt;</description></item><item><title>Re: QuadTerrain LOD: Finished</title><link>http://forums.xna.com/forums/thread/237634.aspx</link><pubDate>Tue, 13 Oct 2009 04:17:56 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:237634</guid><dc:creator>TnTGaming</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/237634.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=45&amp;PostID=237634</wfw:commentRss><description>I actually have this working fine on the xbox 360 now.  Took some fiddling with but I use sunburn rendering engine and I got your quad terrain to submit itself through the sunburn render manager actually.  Now I just have to get sunburn to play nice with the quad terrains lighting and some other fixes to make it a fully integrated solution that will hopefully mix optimized heightmaps with the sexyness of sunburn.</description></item><item><title>Re: QuadTerrain LOD: Finished</title><link>http://forums.xna.com/forums/thread/237618.aspx</link><pubDate>Tue, 13 Oct 2009 02:59:30 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:237618</guid><dc:creator>Qu</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/237618.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=45&amp;PostID=237618</wfw:commentRss><description>&lt;strong&gt;TnTGaming:&lt;/strong&gt; Sorry man, I don&amp;#39;t own a 360, so I can&amp;#39;t really help. To tell you the truth, I&amp;#39;m astonished that the demo even works on it.&lt;br /&gt;
&lt;br /&gt;
If I ever get a 360, I&amp;#39;ll look into it, but I don&amp;#39;t think that&amp;#39;ll happen any time soon. I simply don&amp;#39;t have the money to spend.</description></item><item><title>Re: QuadTerrain LOD: Finished</title><link>http://forums.xna.com/forums/thread/237375.aspx</link><pubDate>Mon, 12 Oct 2009 16:18:58 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:237375</guid><dc:creator>Duallity</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/237375.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=45&amp;PostID=237375</wfw:commentRss><description>The reply is a bit late, but I wanted to tell you that my solution is not perfect yet.&lt;br /&gt;
Sure you can use power of two images now, but of cause there is now one pixel missing which means there is data missing.&lt;br /&gt;
The missing data results in a height of zero. This is not that bad if you only load a terrain once as you will never see this issue as its at the very end of the terrain. But I guess you will get problems if you dynamically add terrains and attach them. &lt;br /&gt;
I will try to solve this problem, but not in the next weeks.&lt;br /&gt;
When I did, I&amp;#39;ll post it here of cause.&lt;br /&gt;
&lt;br /&gt;
Greez&lt;br /&gt;
Duallity&lt;br /&gt;</description></item><item><title>Re: QuadTerrain LOD: Finished</title><link>http://forums.xna.com/forums/thread/234830.aspx</link><pubDate>Tue, 06 Oct 2009 01:38:39 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:234830</guid><dc:creator>TnTGaming</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/234830.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=45&amp;PostID=234830</wfw:commentRss><description>Has anyone got this working on the xbox 360?  Any information would be great, I have the demo working on the 360 but can&amp;#39;t get it working in my own game!  Thanks.</description></item><item><title>Re: QuadTerrain LOD: Finished</title><link>http://forums.xna.com/forums/thread/224812.aspx</link><pubDate>Wed, 09 Sep 2009 22:51:14 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:224812</guid><dc:creator>Qu</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/224812.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=45&amp;PostID=224812</wfw:commentRss><description>Hey guys.&lt;br /&gt;
&lt;br /&gt;
First: sorry for vanishing. Again. :rolls eyes: What with other stuff going on I completely forgot to visit the XNA forums for a few days, which somehow became a few months. You may commence kicking me whenever you feel like it.&lt;br /&gt;
&lt;br /&gt;
Soo.... &lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Duallity&lt;/strong&gt;: n^2+1 was a result of necessity. You see, in order to build a quad tree the way I did, each node of vertices needs to be splittable into 4 smaller nodes, each of which shares sides. A tiny 3x3 vertex grid (1^2+1), can be split into 4 2x2 squares. A 5x5 (2^2+1) can be split into 4 3x3. And so on.&lt;br /&gt;
&lt;br /&gt;
I realise you&amp;#39;ve already found a solution to this problem, and it&amp;#39;s probably better than what I would have suggested, but I&amp;#39;ll suggest it anyway: a custom content processor which adds an extra row of pixels to both edges, thus adding the (+1) to n^2 (+1).&lt;br /&gt;
&lt;br /&gt;
Your solution was harder but better.&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Defendered&lt;/strong&gt;: I have very occasionally noticed a gap or two in the terrain over here too, but it&amp;#39;s a lot less common than it use to be. If you make the background below the horison black, or add some sort of horison plain with a texture colour similar to what you&amp;#39;re using on the QuadTerrain, it&amp;#39;s a lot harder to spot when it happens. And if I ever find out what&amp;#39;s causing it, I will fix it. And as Duallity said, the higher you increase the LOD value, the less often you&amp;#39;re likely to see it.&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;tdogger&lt;/strong&gt;: Okay! :D</description></item><item><title>Re: QuadTerrain LOD: Finished</title><link>http://forums.xna.com/forums/thread/223395.aspx</link><pubDate>Sat, 05 Sep 2009 18:37:45 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:223395</guid><dc:creator>tdogger</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/223395.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=45&amp;PostID=223395</wfw:commentRss><description>hey qu this is a bit irrelevant but aimed at getting your attention&lt;br /&gt;
&lt;br /&gt;
could you check out my response in the &amp;quot;3d animation topic&amp;quot; that you were so helpful in?&lt;br /&gt;</description></item><item><title>Re: QuadTerrain LOD: Finished</title><link>http://forums.xna.com/forums/thread/210174.aspx</link><pubDate>Thu, 06 Aug 2009 18:33:45 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:210174</guid><dc:creator>Duallity</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/210174.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=45&amp;PostID=210174</wfw:commentRss><description>Well I don&amp;#39;t see any gaps anywhere. Check if you LOD (it&amp;#39;s set as parameter in the Update method) is 3.5f or higher.&lt;br /&gt;</description></item><item><title>Re: QuadTerrain LOD: Finished</title><link>http://forums.xna.com/forums/thread/209873.aspx</link><pubDate>Thu, 06 Aug 2009 07:22:35 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:209873</guid><dc:creator>defenderd</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/209873.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=45&amp;PostID=209873</wfw:commentRss><description>Thanks, Duality, for your reply.&lt;br /&gt;
I will try that ,but do you think that will resolve the gaps (there are some dots and sometimes some lines) which appear between textures ?&lt;br /&gt;
&lt;br /&gt;
Anyway,thank you for your reply .I am new to XNA which I think is the greatest.This is why I ask probably noob questions...</description></item><item><title>Re: QuadTerrain LOD: Finished</title><link>http://forums.xna.com/forums/thread/209348.aspx</link><pubDate>Wed, 05 Aug 2009 10:37:27 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:209348</guid><dc:creator>Duallity</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/209348.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=45&amp;PostID=209348</wfw:commentRss><description>As Quasar does not answer I tryed changing his class by myself so I can use textures with H/W that are powers of two.&lt;br /&gt;
It&amp;#39;s not really a solution, but it works for the moment.&lt;br /&gt;
First seach all the usages of &amp;#39;heightmap.Height&amp;#39; and &amp;#39;heightmap.width&amp;#39; and add 1 to them.&lt;br /&gt;
&lt;br /&gt;
One exception is this line:&lt;br /&gt;
&lt;div style="border:1px solid #7f9db9;overflow:auto;background-color:white;font-family:courier new;font-size:11px;"&gt;
&lt;table cellspacing="0" cellpadding="0" style="border-width:0px;border-bottom:0px solid #eeeeee;margin:2px 0px;width:99%;border-collapse:collapse;background-color:#ffffff;"&gt;
    
    
        &lt;tr&gt;
            &lt;td&gt;&lt;span style="font-size:11px;"&gt;VBuffer&amp;nbsp;=&amp;nbsp;(&lt;/span&gt;&lt;span style="color:blue;"&gt;int&lt;/span&gt;&lt;span style="font-size:11px;"&gt;)(Math.Floor(((&lt;/span&gt;&lt;span style="color:blue;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt;)(xPosition&amp;nbsp;+&amp;nbsp;1)&amp;nbsp;/&amp;nbsp;heightMap.Width)&amp;nbsp;*&amp;nbsp;sqrtNumberOfVBs)&amp;nbsp;+&amp;nbsp;(Math.Floor(((&lt;/span&gt;&lt;span style="color:blue;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt;)(yPosition&amp;nbsp;+&amp;nbsp;1)&amp;nbsp;/&amp;nbsp;heightMap.Height)&amp;nbsp;*&amp;nbsp;sqrtNumberOfVBs)&amp;nbsp;*&amp;nbsp;sqrtNumberOfVBs))&amp;nbsp;+&amp;nbsp;1;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
    
&lt;/table&gt;
&lt;/div&gt;
&lt;br /&gt;
Just let is as it is.&lt;br /&gt;
&lt;br /&gt;
As the terrainwidth/height variables now have the value of the height/width +1 you have to change it back in some cases.&lt;br /&gt;
&lt;br /&gt;
&lt;div style="border:1px solid #7f9db9;overflow:auto;background-color:white;font-family:courier new;font-size:11px;"&gt;
&lt;table cellspacing="0" cellpadding="0" style="border-width:0px;border-bottom:0px solid #eeeeee;margin:2px 0px;width:99%;border-collapse:collapse;background-color:#ffffff;"&gt;
    
    
        &lt;tr&gt;
            &lt;td&gt;&lt;span style="font-size:11px;"&gt;Color[]&amp;nbsp;heightMapColors&amp;nbsp;=&amp;nbsp;&lt;/span&gt;&lt;span style="color:blue;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;Color[(terrainWidth-1)&amp;nbsp;*&amp;nbsp;(terrainHeight-1)];&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;numberOfVBs&amp;nbsp;=&amp;nbsp;(&lt;span style="color:blue;"&gt;int&lt;/span&gt;&lt;span style="font-size:11px;"&gt;)Math.Pow((terrainHeight&amp;nbsp;-&amp;nbsp;1)&amp;nbsp;/&amp;nbsp;(VBsize&amp;nbsp;-&amp;nbsp;1),&amp;nbsp;2);&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&lt;span style="color:blue;"&gt;for&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;(&lt;/span&gt;&lt;span style="color:blue;"&gt;int&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;y&amp;nbsp;=&amp;nbsp;0;&amp;nbsp;y&amp;nbsp;&amp;lt;&amp;nbsp;terrainHeight-1;&amp;nbsp;y++)&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;{&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:blue;"&gt;for&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;(&lt;/span&gt;&lt;span style="color:blue;"&gt;int&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;x&amp;nbsp;=&amp;nbsp;0;&amp;nbsp;x&amp;nbsp;&amp;lt;&amp;nbsp;terrainWidth-1;&amp;nbsp;x++)&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:green;"&gt;//heightstore&amp;nbsp;Array&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;heightStore[x,&amp;nbsp;y]&amp;nbsp;=&amp;nbsp;heightMapColors[x&amp;nbsp;+&amp;nbsp;y&amp;nbsp;*&amp;nbsp;(terrainWidth-1)].R;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;}&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;}&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:green;"&gt;//This&amp;nbsp;one&amp;nbsp;is&amp;nbsp;inside&amp;nbsp;of&amp;nbsp;two&amp;nbsp;for-loops.&amp;nbsp;The&amp;nbsp;comment&amp;nbsp;above&amp;nbsp;them&amp;nbsp;is:&amp;nbsp;&amp;quot;Generate&amp;nbsp;Vertex&amp;nbsp;Positions&amp;nbsp;and&amp;nbsp;normals&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&lt;span style="color:blue;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;(x&amp;nbsp;&amp;gt;&amp;nbsp;0&amp;nbsp;&amp;amp;&amp;amp;&amp;nbsp;y&amp;nbsp;&amp;gt;&amp;nbsp;0&amp;nbsp;&amp;amp;&amp;amp;&amp;nbsp;x&amp;nbsp;&amp;lt;&amp;nbsp;terrainWidth&amp;nbsp;-&amp;nbsp;1&amp;nbsp;&amp;amp;&amp;amp;&amp;nbsp;y&amp;nbsp;&amp;lt;&amp;nbsp;terrainHeight&amp;nbsp;-&amp;nbsp;1)&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
    
&lt;/table&gt;
&lt;/div&gt;
&lt;br /&gt;
These are lines where you have to decrease the terrainwidth/height. The lines above are allready the changed ones, so yours should look like them.&lt;br /&gt;
I can&amp;#39;t give you any line numbers as I&amp;#39;ve allready changed a few things, but I guess you&amp;#39;ll find the lines when you search for &amp;#39;terrainwidth/height&amp;#39;.&lt;br /&gt;
&lt;br /&gt;
I hope I didn&amp;#39;t forget a line, if so and you get an error at a line containing terrainwidth/height just decrease it by 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Greez&lt;br /&gt;
&lt;br /&gt;
Duallity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;</description></item><item><title>Re: QuadTerrain LOD: Finished</title><link>http://forums.xna.com/forums/thread/208025.aspx</link><pubDate>Mon, 03 Aug 2009 09:58:52 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:208025</guid><dc:creator>defenderd</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/208025.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=45&amp;PostID=208025</wfw:commentRss><description>&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;img src="http://forums.xna.com//Themes/default/images/icon-quote.gif"&gt; &lt;strong&gt;Qu:&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;Done, done and done! You can download the new version &lt;a href="http://www.mediafire.com/?qdzjzytznzz"&gt;here&lt;/a&gt;, or via the link on the first page. &lt;br /&gt;
&lt;br /&gt;
If you&amp;#39;re already using it, upgrading should be a simple matter: the only changes are to the QuadTerrain.cs file, so just replace that. :)&lt;br /&gt;
&lt;/div&gt;&lt;/BLOCKQUOTE&gt;&lt;br /&gt;
&lt;br /&gt;
Hello Qu,&lt;span style="font-size:13px;"&gt; &lt;br /&gt;
&lt;p&gt;I have downloaded your latest (I think) sample and run that.On the line 290 from QuadTerrain.cs I have replaced the numLevel parameter from 0 to 1 because of some &lt;strong&gt;power of two&lt;/strong&gt; running error.See below:&lt;br /&gt;
&lt;br /&gt;
normalTexture = &lt;/p&gt;
&lt;/span&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:13px;"&gt; &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af;"&gt;Texture2D&lt;/span&gt;&lt;span style="font-size:13px;"&gt;(g, heightMap.Width, heightMap.Height, 1, &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af;"&gt;TextureUsage&lt;/span&gt;&lt;span style="font-size:13px;"&gt;.AutoGenerateMipMap, &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af;"&gt;SurfaceFormat&lt;/span&gt;&lt;span style="font-size:13px;"&gt;.Color);&lt;br /&gt;
&lt;br /&gt;
The thing is that I can still see the gaps (some points and some lines) in the terrain.&lt;br /&gt;
So,can you point me an workarround for this or if you are that kind to make an update with this issue...I have tested this on 2 computers so far ,and it is the same thing.&lt;br /&gt;
&lt;br /&gt;
Thank you in advance,&lt;br /&gt;
defenderd
&lt;p&gt; &lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description></item><item><title>Re: QuadTerrain LOD: Finished</title><link>http://forums.xna.com/forums/thread/204674.aspx</link><pubDate>Mon, 27 Jul 2009 15:51:53 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:204674</guid><dc:creator>Duallity</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/204674.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=45&amp;PostID=204674</wfw:commentRss><description>Sure I could do this, I just wanted to talk to Quasar first, because, as you mentioned, you almost always want your textures to be a power of two. So I guess Quasar might be interested in changing that and realises a new official version for that.&lt;br /&gt;</description></item><item><title>Re: QuadTerrain LOD: Finished</title><link>http://forums.xna.com/forums/thread/204560.aspx</link><pubDate>Mon, 27 Jul 2009 12:30:00 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:204560</guid><dc:creator>Lord Ikon</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/204560.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=45&amp;PostID=204560</wfw:commentRss><description>Well, that isn&amp;#39;t good. You almost always want your textures to be a power of two. I wish I&amp;#39;d had the time to get a dynamic LOD working with my terrain stuff. I had planned to take a look at this source and see if I would want to use it instead, or just use it to learn some LOD techniques from, but I just had no time with my long hours at work. You may be able to convert his whole source to use power-of-two textures. It&amp;#39;ll probably require changing lots of little things throughout the code though.</description></item></channel></rss>