Atlas Terrain Texture LOD
by Valador, Inc. · in Torque Game Engine Advanced · 12/14/2005 (7:49 pm) · 3 replies
Pretty simple one here, but I wanted to make sure it was tracked.
When you zoom really far a way on an Atlas terrain it turns white. You need to go pretty far, and it's related to your depth. The function that calculates the texture lod returns -1 and the lowest lod level is 0(I think?).
I didn't go any further into it but I'm guess the texture lod function just needs to cap the lower bounds at 0.
When you zoom really far a way on an Atlas terrain it turns white. You need to go pretty far, and it's related to your depth. The function that calculates the texture lod returns -1 and the lowest lod level is 0(I think?).
I didn't go any further into it but I'm guess the texture lod function just needs to cap the lower bounds at 0.
#2
line 442 atlasInstance
12/15/2005 (8:44 am)
I think it's already at LOD 0. The distance is relative to the tree depth. I heard someone on IRC talking about this error and they said they have heard several people mention it. It's not a problem for my app because it would fog for me before it turned white.line 442 atlasInstance
S32 desiredTexLevel = instance->computeTextureLod(entry->mBounds, AtlasResource::smCurObjCamPos);This is the line i was looking at. The terrain turned white when desiredTexLevel returned -1.
entry->hasResidentTextureData()This code section also returned false.
#3
12/15/2005 (10:35 am)
Right on - I'll fix this someday soon.
Associate Kyle Carter