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Latest lod Activity
This seems like the problem:
// Bound center in View space
glm::vec4 distanceFromCamera = modelViewMatrix * glm::vec4{bound.center, 1.0f};
float d = glm::length(distanceFromCamera);
You are including the W component of the distanceFromCamera vector in the length calcu…
I'm developing a Hierarchical LOD Nanite-style system using meshoptimizer. I'm having troubles with how to create a local index buffer from a group of merged meshlets. Is there a correct way to create a local index buffer from a group of merged meshlets? Do you have any suggestions or advice on tha…
I managed to get the back face shadow map generation working relatively easily…indeed, it does address the LOD transition shadowing issue. Of course, the shadowing itself is not working perfectly as I have various depth biases to (re)adjust/invert (I have different depth biases per shadow cascade t…
“IBL” just means you're getting lighting from an image. Any method for sampling lighting from an image is IBL, what the OP is doing here definitely qualifies. There are of course many other options for implementing IBL, such as pre-filtered cubemaps and other related techniques.
If your image has sm…
It's a little strange that he uses HLSL to calculate projected size and not C++.
You can't pick and choose different lod in hlsl, you can only deal with individuals vertx or pixels.
But I suppose he used hlsl code for demonstration.
Anyway.
Ok, so It's a mesh of planes (high to low density) around the camera that adjusts the vertices Z by height-map values. But what happens, how does it work outside those frames? Its like the coarsest grid that somehave blends with the most outside clipmap (green in pic) plane? Or anything outside it,…
trsh said:
mean while maybe u have some know links/resources to share on this theme?
Yes, and in fact, that's what I wrote: Search the web for view-dependent LOD, view-dependent rendering, and mesh refinement models, and you'll find plenty to keep you reading.
Those are the search terms. Use them.