An update about geodesics
"B. Isherwood" <[email protected]> Thu, 6 Jun 2013 01:45:53 -0400
| Newsgroups | gmane.comp.graphics.crystalspace.devel |
|---|---|
| Message-ID | <CAMrLf9=h+xv1u-oC4six5=yBOq-tr3iQtU5Cx+gF2qNi06jtdA@mail.gmail.com> |
Hello again Stefano, I took your advice about blogging about my progress, I have been posting short form notes about my development here: http://crystalspacegeodesicsphere.tumblr.com/ currently I have to fix a slight problem with warping, but I believe I have solved it on paper so I will probably have that finished tomorrow. I also have made several small design changes: First, I have chosen to use a truncated Icosahedron, since it has exactly 12 pentagons and follows a very specific pattern of hexagons and pentagons (all of the pentagons are located on the X, Y, and Z axes making it easy to subdivide the sphere using the tiles). So the truncated Icosahedron lends itself to being drawn modularly and can be done iteratively opposed to recursively. This should make tracking texture and LOD issues easier to handle. Since all geodesics follow certain patterns (the algorithm is something I have already worked out on paper) the design will have to be set up as a structure with a discrete resolution, i.e. the number of tiles that make up a sphere, while the cords and radius can have continuous sizes. Due to this I think it would be best to have the function that generates the sphere only allow for a discrete resolution (meaning only available as whole numbers, I am working on a function that will generate the resolution on a real number scale). As for LOD control, the latest idea that I have been playing with in my designs is a modular tile design, since the whole surface is already built entirely of regular sized tiles, I think it would super intuitive to handle all of the terrain mapping to each tile individually. This would be done by using the crystalspace terrain generator to build 2 square height maps that would represent each hemisphere. After a hemisphere has been generated the program will then break the height map into hexagonal tiles which can be mapped directly to the sphere. I like this idea mainly because if it is possible none of the existing libraries will need to be changed since all the work will be done in the planet simulation. A big problem with this idea is that I am not sure how to handle the pentagon tiles yet, however on the higher resolutions this is less of a problem due to the fact that the number of pentagons is a constant 12. Although another upside to the modular design is I can use it with Christian's math (from your previous correspondence) to turn off tiles that are not seen by the camera. have a few questions however, to save time since I was unsuccessful last week at securing the time to work on it so I have just started really working on this about 3 days ago, so I would like to know which classes and functions I would have to look over to get a good grasp on how your renderer works. So if you could get me a list of the classes you think would be the most beneficial for me to look over I would be very appreciative. I should be on track to finish the basic soccer ball model by saturday. Does everything seem to be in order? Any suggestions? Thanks again, Benjamin P.S. didn't really proof read this e-mail so let me know if anything needs verification ------------------------------------------------------------------------------ How ServiceNow helps IT people transform IT departments: 1. A cloud service to automate IT design, transition and operations 2. Dashboards that offer high-level views of enterprise services 3. A single system of record for all IT processes http://p.sf.net/sfu/servicenow-d2d-j _______________________________________________ Crystal-develop mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-develop