some notes

Naman Gupta <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <CAJ4hSG14BJhjZEfoZS6A+yN2AdPXwwpMQWR-_91ozKP_0mF1dg@mail.gmail.com>
hey,

   some small notes on what i've been looking around.

1). only one ocean cell (one which is nearer to the camera) shows LOD.
 While other adjacent to it should also react.

2). adjacent ocean cell are not connected at the edges and shows following
artifacts.
http://img826.imageshack.us/img826/6109/85109227.jpg

3). i noticed a slight jerk when we moves || to ocean. i'm assuming this is
because as we move along the code it made in such a way the camera never
reaches the edge of an ocean cell and ocean cell's center is shifted to the
camera's x-z coordinates.

 i'm planning to make an algo that connects LOD levels so that it doesn't
shows 2. Plus proper distribucation of LOD levels among ocean cells. i'm
look and the present implementation. This should pretty much solve the
problem.

i'd be referring to nvidia ocean demo for that.

also there is a function "vert2frag main" in ocean.cgvp. how is
this function called?
i'm not able to understand if fragment shader needs work or not as it's
only the wave function probably for interconnection of adjoining ocean
cells.

i'd also need a "small little quick clue" on how to approach it.


Also perlin noice blending can be used to remove tiling artifact but it can
be kept for later part.


regards
Naman

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