The second article of the Level of Detail series is now online. It describes the loading phase of the volume terrain with the Chunktree datastructure.
The first one of the Level of Detail articles is now online, how to hide cracks between different LOD-levels with Marching Squares Skirts.
With the Level of Detail mechanism, very large volume terrains can be rendered. An introduction article is now online, presenting how the different parts are connected and so giving an overview. Those will be then described in single articles.
With that, some nice volume meshes can be created. But for terrain, a Level of Detail mechanism is still needed, this is what will come up next.
The longest article so far is online, it’s how to derive the Dualgrid from the Octree. This is the last tedious part, until the real Dual Marching Cubes triangles appear!
I think, it’s also interesting on this site to post some news arround the ongoing development of the Volume Component of OGRE which is the implementation of all (currently described and upcoming) articles on this site.
Since today, realtime editing of the terrain is possible!
This is the changelog since the last push to OGRE:
- Realtime editing is possible now!
- Refactored data shared all along the chunktree into an own class with the chunks pointing to it.
- Some more general code cleanup.
- Splitted the recursive tree loading function in the Chunk class into more readable subfunctions.
Of course, everything behind it will become some dedicated articles in the future.
After having nicely textured Marching Cubes geometry, it’s time to start with something better, Dual Marching Cubes. But at some point, Marching Cubes will play a role again, hence the name Dual Marching Cubes.
A small introduction to this algorithm is now online.
So far, the triangles are plain white and boring. But now, they get a nice and realistic look with triplanar texturing with normal mapping!
Putting it all together, it’s now possible to draw actually volume terrain, but not very efficient (yet).