I experimented with the landscape manager and had problems tweaking it in a way I want to. Then I tried to switch to wireframe to see what actually happens and I get renderings like this:
The different LOD levels seem to be distributed randomly somehow. That already wired but the most wired thing is, if I get closed to a quadratic patches, it's detail gets lower instead of higher!
Any idea what's wrong there? Is my assumtion wrong that the terrain lod method works like follows: "Split the whole terrain into quadratic blocks and set the lod level to draw depending on the distance to the camera." ?
That's the terrain.cfg I'm using:
Code: Select all
# The main world texture (if you wish the terrain manager to create a material for you)
WorldTexture=map1_TX.jpg
# The detail texture (if you wish the terrain manager to create a material for you)
DetailTexture=detailmap.jpg
#number of times the detail texture will tile in a terrain tile
DetailTile=256
# Heightmap source
PageSource=Heightmap
# Heightmap-source specific settings
Heightmap.image=map1_HF.raw
# If you use RAW, fill in the below too
# RAW-specific setting - size (horizontal/vertical)
Heightmap.raw.size=1025
# RAW-specific setting - bytes per pixel (1 = 8bit, 2=16bit)
Heightmap.raw.bpp=2
# Use this if you want to flip the terrain (eg Terragen exports raw upside down)
#Heightmap.flip=true
# How large is a page of tiles (in vertices)? Must be (2^n)+1
PageSize=1025
# How large is each tile? Must be (2^n)+1 and be smaller than PageSize
TileSize=65
# The maximum error allowed when determining which LOD to use
MaxPixelError=3
# The size of a terrain page, in world units
PageWorldX=1024
PageWorldZ=1024
# Maximum height of the terrain
MaxHeight=100
# Upper LOD limit
MaxMipMapLevel=5
#VertexNormals=yes
#VertexColors=yes
#UseTriStrips=yes
# Use vertex program to morph LODs, if available
VertexProgramMorph=yes
# The proportional distance range at which the LOD morph starts to take effect
# This is as a proportion of the distance between the current LODs effective range,
# and the effective range of the next lower LOD
LODMorphStart=0.2
# This following section is for if you want to provide your own terrain shading routine
# Note that since you define your textures within the material this makes the
# WorldTexture and DetailTexture settings redundant
# The name of the vertex program parameter you wish to bind the morph LOD factor to
# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
# to the same position as the next lower LOD
# USE THIS IF YOU USE HIGH-LEVEL VERTEX PROGRAMS WITH LOD MORPHING
#MorphLODFactorParamName=morphFactor
# The index of the vertex program parameter you wish to bind the morph LOD factor to
# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
# to the same position as the next lower LOD
# USE THIS IF YOU USE ASSEMBLER VERTEX PROGRAMS WITH LOD MORPHING
#MorphLODFactorParamIndex=4
# The name of the material you will define to shade the terrain
#CustomMaterialName=TestTerrainMaterial