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Level of Detail problem

 
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Ned Letcher
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PostPosted: Sun Apr 17, 2005 3:56 am    Post subject: Level of Detail problem Reply with quote



Hi,

I'm currently working on a project for uni which involves creating a
simple landscape that utilises level of detail. I've attempted to do
this in what seems to be the standard way: by dividing the model up into
segments and having a distanceLOD and Switch object for each segment,
and then having different resolutions of the segment in the Switch. My
problem is that during navigation there is definitely level of detail
stuff happening but it is not acting the way it is meant to: it seems to
behave correctly when I approach the corner that the model was populated
from - the corner segment and segments in the close vicinity change
resolution depending on how close I get - however when I move far away
enough from the corner all level of detail activity halts and everying
seems to be rendered in the lowest resolution.

Upon further inspection (by completely omitting certain resolutions from
the Switch) I noted that theres does seem to be a centre of good
resolution surrounded by poorer resolotion that moves arround the model
in respnse to my navigation - however it is not oriented with the view
in the centre, instead I can observe the changes from afar; so when I
move forward, I see in the distance this patch of good resolution moving
in a certain direction, and when I move backards, the patch moves in the
reverse of the previous direction.


After seeing this, I had a look at the way the non-segment-omitted code
behaved around the first corner of the model again and noted that even
just around that corner, it didnt behave perfectly: certain segments
would flip sooner than adjacent segments which were actually closer to
the the view.

Could it be that the LOD is working but just not in respect to the view?
At the moment my navigation is done using the KeyNavigationBehaviour
utility - could this cause a problem?

I thouhgt I'd implemented the LOD behaviour exactley the way I had seen
other people do it, andI've looked everywhere for an explanation of
what's going on with my program, any help at all would be muchly
appreciated.

Thanks,
Ned
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Ned Letcher
Guest





PostPosted: Sun Apr 17, 2005 12:25 pm    Post subject: Re: Level of Detail problem <<<< fixed! Reply with quote



dont worry, I found the problem. of course, I was doing something as
stupid as setting the col value as the row value and vice versa

well there went my day anyway :)

Ned

Ned Letcher wrote:
Quote:
Hi,

I'm currently working on a project for uni which involves creating a
simple landscape that utilises level of detail. I've attempted to do
this in what seems to be the standard way: by dividing the model up into
segments and having a distanceLOD and Switch object for each segment,
and then having different resolutions of the segment in the Switch. My
problem is that during navigation there is definitely level of detail
stuff happening but it is not acting the way it is meant to: it seems to
behave correctly when I approach the corner that the model was populated
from - the corner segment and segments in the close vicinity change
resolution depending on how close I get - however when I move far away
enough from the corner all level of detail activity halts and everying
seems to be rendered in the lowest resolution.

Upon further inspection (by completely omitting certain resolutions from
the Switch) I noted that theres does seem to be a centre of good
resolution surrounded by poorer resolotion that moves arround the model
in respnse to my navigation - however it is not oriented with the view
in the centre, instead I can observe the changes from afar; so when I
move forward, I see in the distance this patch of good resolution moving
in a certain direction, and when I move backards, the patch moves in the
reverse of the previous direction.


After seeing this, I had a look at the way the non-segment-omitted code
behaved around the first corner of the model again and noted that even
just around that corner, it didnt behave perfectly: certain segments
would flip sooner than adjacent segments which were actually closer to
the the view.

Could it be that the LOD is working but just not in respect to the view?
At the moment my navigation is done using the KeyNavigationBehaviour
utility - could this cause a problem?

I thouhgt I'd implemented the LOD behaviour exactley the way I had seen
other people do it, andI've looked everywhere for an explanation of
what's going on with my program, any help at all would be muchly
appreciated.

Thanks,
Ned

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