batonrye
15-04-2006 20:22:55
I have a very large level that I have divided into many square "chunks" (or tiles have you). Separating the level helps right away with culling, etc, and I was moving toward implementing LOD for the tiles, but still having them blend without visible seams between.
A possible solution might be to manually create LODs and only merge interior vertices of each tile, leaving the exterior verts alone so they match the adjecent tile (which could possibly have a different LOD)
So can I (or will I be able to) use PSM in this sort of senario? Perhaps replacing (or assisting) my LOD system?
Basically, I love the functionality that PLSM provides (great work!), but my world has more complex geometry (vertical rock faces, caves, cliffs, etc) than can be conveyed in a heightmap, so I modeled it as a mesh.
here is a VERY simple test map i made (not my actual level) that I was working with to test various things:
A possible solution might be to manually create LODs and only merge interior vertices of each tile, leaving the exterior verts alone so they match the adjecent tile (which could possibly have a different LOD)
So can I (or will I be able to) use PSM in this sort of senario? Perhaps replacing (or assisting) my LOD system?
Basically, I love the functionality that PLSM provides (great work!), but my world has more complex geometry (vertical rock faces, caves, cliffs, etc) than can be conveyed in a heightmap, so I modeled it as a mesh.
here is a VERY simple test map i made (not my actual level) that I was working with to test various things: