Re: r:38131

"res" <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <[email protected]>
-------- Original-Nachricht --------
> Datum: Wed, 6 Jun 2012 00:33:38 +0530
> Von: Naman Gupta <[email protected]>
> An: [email protected]
> Betreff: [Crystal-develop] r:38131

>   BIG issue
> 
> - Where and How should i put this this boundary algo in order to work.
> setupvertices is obviously not a right place to do it.
> i was thinking maybe we can remove setupvertices function and call it at
> render method and pass the surrounding ocean's LOD levels
> something like  "
> factory->cells[nextCell.cell].SetupVertices(left,right,top,bottom); ".

You mean not precompute the vertices, but recompute them (when needed)?

This can work, but it really depends on how fast that computation is.
Though in general, since the indices don't seem to change much (only the vertices do), it seems preferable to compute them once and reuse them later. (After all, the fastest operations are those you don't have to do. The operations you only have to do once are second place, though.)

How different are the index buffers (i.e. triangles) for the different LOD levels?
If they're the same for each LOD level, it would actually be more efficient to compute the indices per LOD. And *then* you could precompute some variations for the different edges being boundaries to lower LOD cells (or not).

Another idea is to use multiple index buffers for node; that is, one buffer for the "inside", and for each edge, one buffer for boundaries on a same-LOD node, and one for boundaries on a lower-LOD node.

-f.r.

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