Terrain problems - looking for a best solution
by MarkVince · in Torque 3D Beginner · 03/11/2010 (10:22 am) · 4 replies
I've just started using Torque3D ( Pro version ), and I'm running into some problems with terrains.
(i) - The terrain blocks handle a max. heightmap of 2048 x 2048. So I create several terrain blocks and
line them up... but there are still some 'sparkly' issues where they are aligned but not stitched.
Is this the best way of doing large terrains at the moment ? - several 2k x 2k patches, and if so is
there no way of stitching them? and if not then how has anyone else got round it ?
(ii) - I had z-fighting between the water plane and the underlying polys - particularly when I zoom well
out ( A necessary feature in the game ). So I increased the near clip ( as suggested in another
forum post )... but I still get zome fighting where the water runs up a gentle sloping edge.
Any suggestions here ?
I appreciate that there may not be any perfect solutions to these issues, I'd just really appreciate the best ways of minimizing them. Thanks.
(i) - The terrain blocks handle a max. heightmap of 2048 x 2048. So I create several terrain blocks and
line them up... but there are still some 'sparkly' issues where they are aligned but not stitched.
Is this the best way of doing large terrains at the moment ? - several 2k x 2k patches, and if so is
there no way of stitching them? and if not then how has anyone else got round it ?
(ii) - I had z-fighting between the water plane and the underlying polys - particularly when I zoom well
out ( A necessary feature in the game ). So I increased the near clip ( as suggested in another
forum post )... but I still get zome fighting where the water runs up a gentle sloping edge.
Any suggestions here ?
I appreciate that there may not be any perfect solutions to these issues, I'd just really appreciate the best ways of minimizing them. Thanks.
#2
2) I have this issue as well on the alpha version of T3D. Have you tried with the beta to confirm it?
03/12/2010 (11:21 am)
1) Also, scaling your objects down can also make the terrain bigger without increasing the size of the terrain (I mention this because if you get more than 10k out from 0,0,0 you will begin running into floating point accuracy issues which cause jitter).2) I have this issue as well on the alpha version of T3D. Have you tried with the beta to confirm it?
#3
Also on a slightly unrelated note, I was under the impression that floating-point precision issues are always present - it's just that at a scale of 1 unit = 1m, you only start noticing problems at 10,000m. If you scaled it so that 1 unit = 10m, wouldn't the problems start being visible at 1km, since the smaller objects show the problem more than larger objects? (A jitter of 1mm at a scale of 1:1 appears to be a jitter of 1cm at a scale of 1:10.)
03/12/2010 (9:48 pm)
Quote:1) Also, scaling your objects down can also make the terrain bigger without increasing the size of the terrain (I mention this because if you get more than 10k out from 0,0,0 you will begin running into floating point accuracy issues which cause jitter).But it does reduce the detail of the terrain. Is there no optimal solution to allow large, detailed terrain?
Also on a slightly unrelated note, I was under the impression that floating-point precision issues are always present - it's just that at a scale of 1 unit = 1m, you only start noticing problems at 10,000m. If you scaled it so that 1 unit = 10m, wouldn't the problems start being visible at 1km, since the smaller objects show the problem more than larger objects? (A jitter of 1mm at a scale of 1:1 appears to be a jitter of 1cm at a scale of 1:10.)
#4
03/16/2010 (1:32 am)
Thanks, when I said 'k' I meant '1024 texels'.... anyway, I'm finding loads of other problems and limitations with Torque, not too impressed I'm afraid. I'm starting a new thread with these....
Torque Owner Ken Johnston
Indiestructable Systems
(ii)not sure on this one exactly what you mean perhaps a screen shot to better illustrate what you mean?