This is my tesselated terrain I’ve done in panda3d. The whole terrain is based on shaders, and splitted in four different level-of-details. It still has some artifacts at the chunk / LOD-borders, and the textures will get improved, but I’ll fix that soon. There are currently only two textures, but it is possible to add more if needed …
Features:
- Tesselated Terrain (4 Lods)
- GPU Computed, very fast (runs at ~400 fps with collisions enabled, ~500 fps without collisions @ GTX 670)
- Three detailmaps (1 unused yet)
- Heightmap resolution up to 8K8K, currently 2K2K
I see some code of your Cg file. You used a texture in vertex shader and it seem not support by my video card and maybe almost ATI video Card. But when use GLSL to process. It’s running normally. I will try to upload Ninth’s code. His code working for all.
Ps. I don’t know which video card you used but 200 FPS is awesome
That’s looking very impressive! You seem to still have a few minor holes in your terrain, but otherwise it looks very convincing, I do think.
If I may, the distance blur feels a little heavy to me: I very much like the effect, but think that it might be better if toned down just a little.
Finally, are you slightly desaturating and blue-tinting distant terrain? If not, it might be worth considering – it should increase the verisimilitude of the scene, I think.
These minor holes you see are between the different level-of-details … i still had no time to fix that
The distance blur seems a bit heavy, but that’s only the perspective … ingame the mountain you see is about 2km away from you … but i’ll adjust it a bit
Yeah, something like that:
Forgive me please if I seem nitpicky, but I think that you may have turned up the blue-tinting for distant trrain a little [i]too[i] much. ^^; (Nevertheless, I do think that it’s an improvement over the previous version!)