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Terrain Cleanup #4550

merged 6 commits into from Mar 4, 2019


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commented Mar 3, 2019

Some Terrain changes and tidying up:

  • Remove fractal and terrain "texture" options - fix them as always on and average
  • Change terrain patch geometry to have low/med/high options only, and to be (power-of-2)+1 sizes
  • Move generation methods into request classes
  • Remove all old GL2 shaders since they're defunct
  • Detail mapping is mandatory!
  • Add standardised BiCubicInterpolation method for sampling from heightmaps
  • Cache the inverse of m_planetRadius and use it for mul instead of div as minor optimisation

There's a lot of changes in here but they all follow the same theme of removing things and cleaning up a little bit.

The goal is to simplify terrain stuff a bit and make it easier to work on in the future.

@fluffyfreak fluffyfreak changed the title Terrain exp Terrain Cleanup Mar 3, 2019


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commented Mar 3, 2019

I suspect only you can review this, so merge when you feel ready.


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commented Mar 3, 2019

I'm curious, what's the rationale behind the (2^n)+1 ? I'm more used to having a -1 ;-)


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commented Mar 3, 2019

@laarmen (2^n)+1 is natural for quadtree terrain vertex counts. For example, a patch with 8x8 quads will have 9 vertices per side. It was always annoying for storage.

@fluffyfreak fluffyfreak merged commit ed11f71 into pioneerspacesim:master Mar 4, 2019

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@fluffyfreak fluffyfreak deleted the fluffyfreak:terrain-exp branch Mar 4, 2019

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