first thanks for your respond.
Although the graphic shows nothing top-notch, it does show the amount of work which went into it.
iam not spending much time in the grafics atm. that has 2 reasons.
first iam not really designer. secondly iam more on coding to have some stable and robust system under c# to work with it.
You said LOD is 50% operative atm.
Out of curiosity, what method have you adopted?
i have call it LOD because i dont have look into any code from other people.
the result will be the same by reducing data that is far away from the camera.
50% is because i have atm the same problem like other people having sometime cracks in the terrain. but i now where the problem comes from and will fix it soon.
You also said you're using a lightmap. I assume illumination to be static.
What made you chose static over dinamyc?
the light/shadowmap has the same dimension as the terrain and is loaded into the specular compoment and used in the pixel shader of the terrain.
in this thread i have describe what kind of pixel shader i used atm for the terrain.
if you know the programm 'willbur' there is an option you can create a lightmap for the terrain. this kind iam using atm.
I'm darn curious about your frustum culling system.
You're using 6 planes for it, right?
Correct me if I'm wrong, but aren't those 6 planes supposed to be recreated each time you change camera position?
What made you prefer this system over the others?
yes the planes are created every time the camera change. its a combination with quadtree and view frustum culling. since i dont wanted to deal with overdraw i go this way atm. but this will change ofcourse when i have more exp. with frustum culling.
Last but not least: is the scene hardcoded?
Or are you using a 3D Editor you previously wrote 'cause your project involves something bigger than the green 'n water scene you shown us?
no the scene is not hardcoded and this why i spend ofcourse the double time in design the classes like other people would spend ofcourse. i can switch into windows mode and activate some other windows arround to manipulate objects, terrain and other things in realtime. the editor looks crap but its ok for me because i can saved all the content i have changed in some kind of a project file.
thanks again for the respond. some more informations about this project.
the coding itself took not so long. most of the classes are very basic but easy to change without starting to recode all again and again and......
most of the time i was doing researching and writing informations down before i have start coding any byte.
i wanted not make the error some other people doing by implementing some kind of high end cool textured terrain with a superb water effect and having no frames left to show a tree a bush or something.
hope this answer some of your questions.......
ps: iam sorry about my english. ofcourse there are some things abit unclear because of my english. but like my code i try to improve this day by day. :wub: