Low texture LOD in Atlas
by Aaron Torpy · in Torque Game Engine Advanced · 05/08/2008 (2:29 pm) · 1 replies
Hi Everyone,
I'm having a little difficulty in getting TGEA to render unique textured terrain at the full texture level-of-detail.
Results in TGEA (1.7):

Results in my home-made OpenGL renderer for the same map:

It looks very much like Atlas is not using the maximum LOD level.
Looking through TDN I see that this is a known issue, and that the fix should be to increase the geometry tree depth. To quote:
However, after setting what I would consider a very deep geometry tree (5, for a 513x513 heightmap), there is no improvement; indeed no visible change at all when compared to a tree depth of 1.
Can anyone versed in the lore of TGEA suggest the settings that might allow Atlas to render the full-resolution texture LOD?
For completeness, the settings for this map were:
* 513x513 heightmap (horiz. scale of 1m, max error of 0.2m, tree depth of 1 - 5).
* 2048x2048 texture, in 4x4 mosaic of 512x512 pixel tiles.
...and the conversion script was:
Any help would be greatly appreciated.
Cheerio,
Aaron.
I'm having a little difficulty in getting TGEA to render unique textured terrain at the full texture level-of-detail.
Results in TGEA (1.7):

Results in my home-made OpenGL renderer for the same map:

It looks very much like Atlas is not using the maximum LOD level.
Looking through TDN I see that this is a known issue, and that the fix should be to increase the geometry tree depth. To quote:
Quote:
The only proper solution to this problem currently is to generate a deeper geometry tree, i.e. increase the treeDepth parameter until you see the red spot come up.
However, after setting what I would consider a very deep geometry tree (5, for a 513x513 heightmap), there is no improvement; indeed no visible change at all when compared to a tree depth of 1.
Can anyone versed in the lore of TGEA suggest the settings that might allow Atlas to render the full-resolution texture LOD?
For completeness, the settings for this map were:
* 513x513 heightmap (horiz. scale of 1m, max error of 0.2m, tree depth of 1 - 5).
* 2048x2048 texture, in 4x4 mosaic of 512x512 pixel tiles.
...and the conversion script was:
//This script was generated by the L3DTio_Atlas2 plugin for L3DT
//For more info, please see <http://www.bundysoft.com/wiki/doku.php?id=plugins:fileio:L3DTio_Atlas2>
enableWinConsole(true);
setLogMode(2);
cls();
echo("Starting Atlas Build!\n\n");
// make geometry CHU and atlas
atlasOldGenerateChunkFileFromRaw16("scriptsAndAssets/data/terrains/deleteme/HF.raw", 512, 1.000000, 0.001158, "scriptsAndAssets/data/terrains/deleteme/HF.chu", 0.200000, 5);
importOldAtlasCHU("scriptsAndAssets/data/terrains/deleteme/HF.chu", "scriptsAndAssets/data/terrains/deleteme/geom.atlas");
// make texture map atlas
atlasGenerateTextureTOCFromTiles(4, "scriptsAndAssets/data/terrains/deleteme/TX/TX_x%dy%d", "scriptsAndAssets/data/terrains/deleteme/tex.atlas", 0);
// make unique textured atlas
atlasGenerateUniqueTerrain("scriptsAndAssets/data/terrains/GreenworldDemo.atlas", "scriptsAndAssets/data/terrains/deleteme/geom.atlas", "scriptsAndAssets/data/terrains/deleteme/tex.atlas");
quit();Any help would be greatly appreciated.
Cheerio,
Aaron.
Torque Owner Bill Vee
DayOfWar Studios
He posted a thread related to it here