Screenshots027

From CSP

Finally, here's a shot of the modified osgChunkLod engine generating terrain for CSP. I've had it running for a couple days, but had a tough time tracking down an untraceable segfault related to sloppy initialization of the GL state. Now that that's fixed there are a number of smaller issues to deal with, including general performance tuning. The next major change will probably be multitexturing.

Note that none of the shots on this page are taking advantage of GPU vertex programs for geomorphing, or vertex array extensions. There is also some debug code (iostream formatting) dragging on the frame rate.

csp-clod-10.png

Off the California coast, just south of Monterey. Notice the triangle count: 160k. This is fairly common with ChunkLod. It's not hard to generate triangle counts exceeding 300k with this terrain set. One nice feature is that the LOD error is highly tunable, so we can automatically adjust it to hit a target framerate. The next generation of graphics cards should have no troublepumping out 50M triangles per second though, so I think this will quickly become a non-issue. My !GeForce4 routinely hits 15M triangles/sec rendering chunk LOD terrains. The purple and blue lines are chunk bounding boxes for debugging. The fog is just standard GL linear fog from from 10 km to 100 km, while the far clip plane is set to 120 km.

csp-clod-11.png

Approaching Yosemite from the west. 324k triangles and still managing 18 fps. We're pretty much graphics card limited here, probably 8-10 M triangles per second after taking some additional overhead for the text display into account (for some reason OSG'stext rendering got much slower in 0.9.4).

csp-clod-12.png

The view from 30k feet looking down on Yosemite and out toward the west.