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QuadTerrain LOD: Finished

Last post 17/11/2009 5:09 by fearlessdolphin. 55 replies.
  • 12/10/2009 16:18 In reply to

    Re: QuadTerrain LOD: Finished

    The reply is a bit late, but I wanted to tell you that my solution is not perfect yet.
    Sure you can use power of two images now, but of cause there is now one pixel missing which means there is data missing.
    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.
    I will try to solve this problem, but not in the next weeks.
    When I did, I'll post it here of cause.

    Greez
    Duallity
  • 13/10/2009 2:59 In reply to

    Re: QuadTerrain LOD: Finished

    TnTGaming: Sorry man, I don't own a 360, so I can't really help. To tell you the truth, I'm astonished that the demo even works on it.

    If I ever get a 360, I'll look into it, but I don't think that'll happen any time soon. I simply don't have the money to spend.
    | QuadTerrain LOD |
    | My Current Project: Morph Target Animation |
  • 13/10/2009 4:17 In reply to

    Re: QuadTerrain LOD: Finished

    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.
    TnT Gaming Trinity Wars - Episode 1 - 3D Console Style RPG - Fall 09! TWP Spine of the World - Action/RPG (Sidescroller) - Approved
  • 14/10/2009 19:58 In reply to

    Re: QuadTerrain LOD: Finished

    Hey, I'm getting this error when I'm trying to get it going on my Xbox

    An unhandled exception of type 'System.NotSupportedException' occurred in Microsoft.Xna.Framework.dll
    Additional information: This functionality is not available on this platform.

    at this line : normalTexture.GenerateMipMaps(TextureFilter.Anisotropic);

    did you find a workaround for this?

    Thanks,
    Justin
  • 15/10/2009 14:13 In reply to

    Re: QuadTerrain LOD: Finished

    I did get it to work but I don't have my code here, I will check for you later and post.
    TnT Gaming Trinity Wars - Episode 1 - 3D Console Style RPG - Fall 09! TWP Spine of the World - Action/RPG (Sidescroller) - Approved
  • 17/11/2009 5:09 In reply to

    Re: QuadTerrain LOD: Finished

    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?
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