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Atlas LOD issue - holes and chunk edges

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Atlas LOD issue - holes and chunk edges

Postby arcanor » Thu Oct 18, 2007 2:33 pm

Under TGEA 1.0.3, and terrain designed and exported using L3DT.

As you can see from these screenshots, I'm having a problem with atlas2 terrain. When I'm far away from a chunk boundary, there are some parts of the map where the terrain has a "depression" that is getting smoothed out by LOD calculations, i.e. vertices are being removed. This has the effect of "pushing up" the front edge of the distant chunk, so I can sometimes even see through the terrain completely.

Here's how it looks from far away, the LOD is kicking in fully:

Image

Here's how it looks from a moderate distance. You can see that the "gap" is beginning to close up.

Image

Here's how it looks from nearby the chunk boundary. There's no error at all.

Image

Anyone have any ideas about what can be done here? Has anyone seen this before?

Thanks in advance.
arcanor
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Postby Calsa » Thu Oct 18, 2007 5:50 pm

That happens to most TGEA Atlas terrains its an LOD clipping issue, you can get minimize its visibility by raising your error matrix on the geometry function when building the terrain.
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Postby arcanor » Thu Oct 18, 2007 5:54 pm

Hi, thanks for the reply. However, I'm not sure what you mean when you say "raising your error matrix".
www.arcanoria.com - Arcanoria - Medieval Fantasy MMORPG
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