Terrain with Geometry Clipmaps

In the last thread about the terrain shit I was doing, Syranide commented telling of his success with geometry clipmaps. So I decided to give it a go.

And long story short, I implemented it and it rocks.

The old way of doing terrain involves getting a grid of heights, then generating a mesh from it. Then subdividing the mesh a few times and generating LOD’d versions of all of the sub-meshes. Which is very CPU bound.

This way is basically doing it all on the GPU. You’re throwing out a flat mesh, then in the vertex shader moving the vertices relative to the values on a texture. This means it’s a pixel shader 3.0 technique. Which is why I was glad to see that the huge majority of people are ps3.0 capable according to the latest Steam Survey.

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It rocks. I haven’t bothered to do any of the LOD stuff yet, because it isn’t really being used for anything massive yet. Once that changes I’ll get at it.

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