tailieunhanh - Focus On 3D Terrain Programming phần 5

Thuật toán này còn được gọi là huyết tương fractal và thuật toán viên kim cương vuông. Tuy nhiên, điểm trung chuyển âm thanh rất mát, và nó mang lại cho người đọc (đó là bạn) là một ý tưởng tốt hơn về những gì thực sự đang xảy ra trong toàn bộ quá trình này, vì vậy tôi sẽ dính đến thuật ngữ đó hầu hết thời gian. | which means that someone somewhere heck maybe even me came up with some optimizations for each algorithm that still make them important to modern-day terrain rendering. With that in mind I ll quit babbling about CLOD and start babbling about implementing geomipmapping. Geomipmapping Theory for the Semi-CLOD Impaired Geomipmapping developed by Willem H. de Boer is a CLOD algorithm that is GPU friendly. It is also a simple algorithm that is perfect for your transition into the land of CLOD landscapes. As we go along you might want to refer to the actual geomipmapping whitepaper which I have placed on the accompanying CD-ROM for your convenience. It s named Algorithm Whitepapers . Simply the Basics If you are familiar with the texturing concept of mipmapping then geomipmapping should seem like familiar ground to you. The concepts are the same except that instead of dealing with textures we re dealing with vertices of a patch of terrain. The driving concept of geomipmapping is that you have a set patch of terrain. For this explanation I ll say it s a patch with a size of 5 vertices a 5 X 5 patch . That 5 X 5 patch is going to have several levels of detail with level 0 being the most detailed and in this case level 2 being the least detailed. Look at Figure if you need a visual explanation of what each patch looks like at its various levels. In the figure black vertices are not sent to the rendering API but the white ones are. If you referred to the Willem de Boer s geomipmapping whitepaper you might have noticed that the triangle arrangement shown in Figure is slightly different from the arrangement shown in the whitepaper. The reason I did this will become clear to you a bit later but for now just know that I did it for a reason. It s about time that we discussed geomipmapping a bit more. I gave you the basics earlier but now it s time that you know everything. Level 0 Level 1 Level 2 Figure Triangle arrangement for a patch of terrain in .

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