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Dark GDK / a question of TERRAIN

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sydbod
16
Years of Service
User Offline
Joined: 14th Jun 2008
Location: Just look at the picture
Posted: 20th Jun 2008 15:26
Have been doing some tests to see how big and functional a Terrain I could make with DGDK.

I observe that whenever I do a "dbGetTerrainXSize ( )" and "dbGetTerrainZSize ( )" it gives me the number of pixels in the "map.bmp" file that was used to create the terrain mesh.

Question:
Does that mean that the terrain mesh is made up of as many Quads as there are pixels in that file?????

If so, does that mean we can easily produce terrain meshes of around 4096x4096 (most new video cards do support 4096x4096 sized textures or larger...I think) by using a 4096x4096 sized "map.bmp" file?????

What about if we breakup the terrain mesh (and therefore texture) with the "void dbSetTerrainSplit ( int iID, int iSplit )" function,....,can we make things larger still ????

Can anyone shed some insight about this area please.
dark coder
22
Years of Service
User Offline
Joined: 6th Oct 2002
Location: Japan
Posted: 20th Jun 2008 16:16
You.. could use a 4096^2 heightmap, but as you said, 4096 * 4096 * 2 = 33,554,432 triangles, so unless you're called Marty McFly and have an amazingly awesome PC you'll need to write your own LOD system so you only ever have a fraction of this loaded at any one time.

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