ulf.schroeter Posted October 17, 2010 Share Posted October 17, 2010 Problem New terrain shows visible cracks between different tile levels ( coarse=blue, surface=green, patch=red). Border tesselation between levels seems to be ok, but adjacent vertices use different height values. See screenshot for terrain with 2049x2049 grid, 8x8 surfaces, step 10, height 4000 and loads setting 25 Link to comment
frustum Posted October 17, 2010 Share Posted October 17, 2010 We can't eliminate cracks between patch and surface level when LOD distance is too close. The only solution is to increase LOD distance. Link to comment
ulf.schroeter Posted October 18, 2010 Author Share Posted October 18, 2010 We can't eliminate cracks between patch and surface level when LOD distance is too close. The only solution is to increase LOD distance. Hi Alexander, could you give us a short technical reason for this problem ? Border tesselation between patch and surface level is already perfectly matching, so why is it not possible to adjust border height values of surface patch to same height values as adjacent patch tile border vertices ? Increase of LOD distance is possible, but we would like to limit more complex patch detail material rendering to short distances only (as for larger distances these details are not visible at all) Link to comment
frustum Posted October 18, 2010 Share Posted October 18, 2010 There are two same tessellators for patch and surface levels. They work in same way: high LODs are adapted to low LODs. We have all vertices and can increase tessellation inside patch or surface tessellation levels. But we haven't more detailed vertices on first surface LOD level to adapt surface tessellation to patch. Because of this we a skipped LOD level between patches and surfaces: (1, 3, 7, 15) (63, 127, 255, 511) Link to comment
ulf.schroeter Posted October 18, 2010 Author Share Posted October 18, 2010 Because of this we a skipped LOD level between patches and surfaces: (1, 3, 7, 15) (63, 127, 255, 511) Based on this concept increasing lod distance just hides crack problem between surfaces and patches, but cannot solve it, right ? Link to comment
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