JackStone Posted June 19, 2016 Share Posted June 19, 2016 As I mentioned in my previous post, I am attempting to render planet-sized objects in T3D. I was trying to implement a solutions based on scaling the planet, and dividing it into chunks, each of which was less than 10,000 units, but this hasnt worked.I am now considering changing T3D's position and scaling variables for my custom "spherical terrain" object type to use F64's instead of F32's. I found this thread on the old forum:https://www.garagegames.com/community/forums/viewthread/82413Which seems to indicate that this involves interacting closely with the rendering layer.My question is, how complex would this be to do? I am trying to simply render an object the size of a planet, I dont want to change the entire engine to 64-bit. This is the effect when I try to do this with the current engine:http://phoenixgamedevelopment.com/blog/wp-content/uploads/2016/06/PhoenixGameDevelopment-12_06_2016-08_10_21-PM.jpghttp://phoenixgamedevelopment.com/blog/wp-content/uploads/2016/06/PhoenixGameDevelopment-12_06_2016-08_08_36-PM.jpgClearly these are 32-bit precision issues. Can anyone shed any light on the right approach here? Is it just a matter of going through the rendering system and changing F32/Point3F's to F64's/Point3D's? Quote Link to comment Share on other sites More sharing options...
LukasPJ Posted June 20, 2016 Share Posted June 20, 2016 Looks like z-fighting to me, but I've only looked at it in my phone Quote Link to comment Share on other sites More sharing options...
buckmaster Posted June 21, 2016 Share Posted June 21, 2016 In case you haven't seen it already, I highly recommend this series of articles on Gamasutra to anyone trying to to large-scale rendering. I don't think you've having exactly the issue I thought of first (the author uses double-precision for storing object locations, but still renders using floats), but they definitely solved a lot of issues. Quote Link to comment Share on other sites More sharing options...
JackStone Posted September 25, 2016 Author Share Posted September 25, 2016 Sorry, I only just noticed this. I have looked at those tutorials in detail, thanks Daniel, they are hugely useful. Quote Link to comment Share on other sites More sharing options...
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