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I need help coming up with dynamic uv values (somegeneral formula) so that my texture looks continuous through all levels of my quadtree. level 0-1 works perfectly, level 1 subdivision looks great. but continuing to level 2 and onwards is where I realized my current method isn’t going to work. I need to come up with UV values unique to each quad at different levels.

here is a working example of my code: https://codepen.io/miguel007/pen/KKeMxQY?editors=0011

line 233 in the createLodChildQuads function is where I’m doing the UV modification.

Move the red player to activate Quadtree levels. Control the red player (W,A,S,E,R,F)

level 0

enter image description here

level 1

enter image description here

level 2

enter image description here

I need help coming up with dynamic uv values (some formula) so that my texture looks continuous through all levels of my quadtree. level 0-1 works perfectly, level 1 subdivision looks great. but continuing to level 2 and onwards is where I realized my current method isn’t going to work. I need to come up with UV values unique to each quad at different levels.

here is a working example of my code: https://codepen.io/miguel007/pen/KKeMxQY?editors=0011

line 233 in the createLodChildQuads function is where I’m doing the UV modification.

Move the red player to activate Quadtree levels. Control the red player (W,A,S,E,R,F)

level 0

enter image description here

level 1

enter image description here

level 2

enter image description here

I need help coming up with dynamic uv values (general formula) so that my texture looks continuous through all levels of my quadtree. level 0-1 works perfectly, level 1 subdivision looks great. but continuing to level 2 and onwards is where I realized my current method isn’t going to work. I need to come up with UV values unique to each quad at different levels.

here is a working example of my code: https://codepen.io/miguel007/pen/KKeMxQY?editors=0011

line 233 in the createLodChildQuads function is where I’m doing the UV modification.

Move the red player to activate Quadtree levels. Control the red player (W,A,S,E,R,F)

level 0

enter image description here

level 1

enter image description here

level 2

enter image description here

deleted 204 characters in body; edited tags; edited title
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How to do planet rendering with quadtrees-LOD and displacement map / height map Quadtree UV mapping texture

I'm trying to understand how I would apply a displacement map/height map toneed help coming up with dynamic uv values (some formula) so that my texture looks continuous through all levels of my quadtree-LOD planet. Solevel 0-1 works perfectly, I have a planet with N number of quads that can subdivide recessivelylevel 1 subdivision looks great. but continuing to level 2 and show greater LOD if a player locationonwards is close enoughwhere I realized my current method isn’t going to work. If I add a noise algorithm like simplex noise/BFM for the terrain it works great; everything subdivides and the noise space is continuous for any given meshneed to come up with UV values unique to each quad at any locationdifferent levels.

Now, what if I want to extend the capability of buildinghere is a terrain? say forworking example add a height map to a quad to give my planet a more unique look. This breaks the algorithm. instead of the height map dividing and keeping itself continuous. It just recreates the same height map for each of the 4 quads. Is there any way I can turn my height map into a quadtree-LOD, or am constrained to using a LOD algorithm without a quadtree if a want to add a height map?

LINK TO CODEcode: https://codepen.io/miguel007/pen/KKeMxQY?editors=0011

this is the results I'm currently getting line 233 in the createLodChildQuads function is where I’m doing the UV modification.

this is the result I want Move the red player to activate Quadtree levels. Control the red player (W,A,S,E,R,F)

level 0

enter image description here

level 1

enter image description here

level 2

enter image description here

How to do planet rendering with quadtrees-LOD and displacement map / height map

I'm trying to understand how I would apply a displacement map/height map to my quadtree-LOD planet. So, I have a planet with N number of quads that can subdivide recessively and show greater LOD if a player location is close enough. If I add a noise algorithm like simplex noise/BFM for the terrain it works great; everything subdivides and the noise space is continuous for any given mesh at any location.

Now, what if I want to extend the capability of building a terrain? say for example add a height map to a quad to give my planet a more unique look. This breaks the algorithm. instead of the height map dividing and keeping itself continuous. It just recreates the same height map for each of the 4 quads. Is there any way I can turn my height map into a quadtree-LOD, or am constrained to using a LOD algorithm without a quadtree if a want to add a height map?

LINK TO CODE: https://codepen.io/miguel007/pen/KKeMxQY?editors=0011

this is the results I'm currently getting

this is the result I want

Quadtree UV mapping texture

I need help coming up with dynamic uv values (some formula) so that my texture looks continuous through all levels of my quadtree. level 0-1 works perfectly, level 1 subdivision looks great. but continuing to level 2 and onwards is where I realized my current method isn’t going to work. I need to come up with UV values unique to each quad at different levels.

here is a working example of my code: https://codepen.io/miguel007/pen/KKeMxQY?editors=0011

line 233 in the createLodChildQuads function is where I’m doing the UV modification.

Move the red player to activate Quadtree levels. Control the red player (W,A,S,E,R,F)

level 0

enter image description here

level 1

enter image description here

level 2

enter image description here

added 71 characters in body
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I'm trying to understand how I would apply a displacement map/height map to my quadtree-LOD planet. So, I have a planet with N number of quads that can subdivide recessively and show greater LOD if a player location is close enough. If I add a noise algorithm like simplex noise/BFM for the terrain it works great; everything subdivides and the noise space is continuous for any given mesh at any location.

Now, what if I want to extend the capability of building a terrain? say for example add a height map to a quad to give my planet a more unique look. This breaks the algorithm. instead of the height map dividing and keeping itself continuous. It just recreates the same height map for each of the 4 quads. Is there any way I can turn my height map into a quadtree-LOD, or am constrained to using a LOD algorithm without a quadtree if a want to add a height map?

LINK TO CODE: https://codepen.io/miguel007/pen/KKeMxQY?editors=0011

this is the results I'm currently getting

this is the result I want

I'm trying to understand how I would apply a displacement map/height map to my quadtree-LOD planet. So, I have a planet with N number of quads that can subdivide recessively and show greater LOD if a player location is close enough. If I add a noise algorithm like simplex noise/BFM for the terrain it works great; everything subdivides and the noise space is continuous for any given mesh at any location.

Now, what if I want to extend the capability of building a terrain? say for example add a height map to a quad to give my planet a more unique look. This breaks the algorithm. instead of the height map dividing and keeping itself continuous. It just recreates the same height map for each of the 4 quads. Is there any way I can turn my height map into a quadtree-LOD, or am constrained to using a LOD algorithm without a quadtree if a want to add a height map?

this is the results I'm currently getting

this is the result I want

I'm trying to understand how I would apply a displacement map/height map to my quadtree-LOD planet. So, I have a planet with N number of quads that can subdivide recessively and show greater LOD if a player location is close enough. If I add a noise algorithm like simplex noise/BFM for the terrain it works great; everything subdivides and the noise space is continuous for any given mesh at any location.

Now, what if I want to extend the capability of building a terrain? say for example add a height map to a quad to give my planet a more unique look. This breaks the algorithm. instead of the height map dividing and keeping itself continuous. It just recreates the same height map for each of the 4 quads. Is there any way I can turn my height map into a quadtree-LOD, or am constrained to using a LOD algorithm without a quadtree if a want to add a height map?

LINK TO CODE: https://codepen.io/miguel007/pen/KKeMxQY?editors=0011

this is the results I'm currently getting

this is the result I want

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