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	<title>Comments for Mad Vertex&#039;s</title>
	<atom:link href="http://vertexasylum.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://vertexasylum.com</link>
	<description>hideout</description>
	<lastBuildDate>Sat, 05 May 2012 13:22:05 +0000</lastBuildDate>
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		<title>Comment on Oh no, another terrain rendering paper! by Dennis</title>
		<link>http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/comment-page-1/#comment-986</link>
		<dc:creator>Dennis</dc:creator>
		<pubDate>Sat, 05 May 2012 13:22:05 +0000</pubDate>
		<guid isPermaLink="false">http://vertexasylum.com/?p=63#comment-986</guid>
		<description>Hey, 
I was just wandering what this &quot;normalmap&quot; is I mean I get that you need the heightmap for the extrusion and the overlaymap as an optional overlay BUT what is the &quot;normalmap&quot;? how do you create it? Is it a normal &quot;vector&quot; map but still how did you create it?</description>
		<content:encoded><![CDATA[<p>Hey,<br />
I was just wandering what this &#8220;normalmap&#8221; is I mean I get that you need the heightmap for the extrusion and the overlaymap as an optional overlay BUT what is the &#8220;normalmap&#8221;? how do you create it? Is it a normal &#8220;vector&#8221; map but still how did you create it?</p>
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	<item>
		<title>Comment on Oh no, another terrain rendering paper! by JK</title>
		<link>http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/comment-page-1/#comment-976</link>
		<dc:creator>JK</dc:creator>
		<pubDate>Tue, 24 Apr 2012 03:23:27 +0000</pubDate>
		<guid isPermaLink="false">http://vertexasylum.com/?p=63#comment-976</guid>
		<description>What are the issues that I may have to tackle if I decide not to give the user the option of choosing LODCount?</description>
		<content:encoded><![CDATA[<p>What are the issues that I may have to tackle if I decide not to give the user the option of choosing LODCount?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Oh no, another terrain rendering paper! by Robert</title>
		<link>http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/comment-page-1/#comment-930</link>
		<dc:creator>Robert</dc:creator>
		<pubDate>Wed, 21 Mar 2012 22:15:07 +0000</pubDate>
		<guid isPermaLink="false">http://vertexasylum.com/?p=63#comment-930</guid>
		<description>A morph vertex is defined as a grid vertex
having one or both of its grid indices (i, j) as an odd number, and its corresponding no-morph
neighbour is the one with coordinates (i – i/2, j – j/2).

But how do you find which vertex has to be morphed, i don&#039;t see code in vertex shader for that ?</description>
		<content:encoded><![CDATA[<p>A morph vertex is defined as a grid vertex<br />
having one or both of its grid indices (i, j) as an odd number, and its corresponding no-morph<br />
neighbour is the one with coordinates (i – i/2, j – j/2).</p>
<p>But how do you find which vertex has to be morphed, i don&#8217;t see code in vertex shader for that ?</p>
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	<item>
		<title>Comment on Oh no, another terrain rendering paper! by Jaytirth</title>
		<link>http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/comment-page-1/#comment-925</link>
		<dc:creator>Jaytirth</dc:creator>
		<pubDate>Wed, 07 Mar 2012 05:50:21 +0000</pubDate>
		<guid isPermaLink="false">http://vertexasylum.com/?p=63#comment-925</guid>
		<description>What if I create child nodes dynamically, only those child nodes whose parent node are in range of a more detailed LOD level? Will it affect the performance? What can be the other problems in this approach? I would be grateful for the help.</description>
		<content:encoded><![CDATA[<p>What if I create child nodes dynamically, only those child nodes whose parent node are in range of a more detailed LOD level? Will it affect the performance? What can be the other problems in this approach? I would be grateful for the help.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Oh no, another terrain rendering paper! by Jazz</title>
		<link>http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/comment-page-1/#comment-917</link>
		<dc:creator>Jazz</dc:creator>
		<pubDate>Sun, 26 Feb 2012 00:53:32 +0000</pubDate>
		<guid isPermaLink="false">http://vertexasylum.com/?p=63#comment-917</guid>
		<description>Hey Filip,

I&#039;ve been trying to implement CDLOD, but I&#039;ve been having popping with partial nodes morphing to next lod levels. I&#039;ve gone through your source to see if anything thing special was done for morphing partial node and couldn&#039;t find anything. It seems view position comes in a partial node&#039;s lower lod viewing distance before the morphing completes. I know this seems like a more implementation specific problem, but am I missing something? Are partial node morphing handled  exactly the same as regular nodes?</description>
		<content:encoded><![CDATA[<p>Hey Filip,</p>
<p>I&#8217;ve been trying to implement CDLOD, but I&#8217;ve been having popping with partial nodes morphing to next lod levels. I&#8217;ve gone through your source to see if anything thing special was done for morphing partial node and couldn&#8217;t find anything. It seems view position comes in a partial node&#8217;s lower lod viewing distance before the morphing completes. I know this seems like a more implementation specific problem, but am I missing something? Are partial node morphing handled  exactly the same as regular nodes?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Oh no, another terrain rendering paper! by Jaytirth</title>
		<link>http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/comment-page-1/#comment-914</link>
		<dc:creator>Jaytirth</dc:creator>
		<pubDate>Mon, 13 Feb 2012 11:20:59 +0000</pubDate>
		<guid isPermaLink="false">http://vertexasylum.com/?p=63#comment-914</guid>
		<description>Hello,
There are some questions raised about CDLOD in the forum

http://www.gamedev.net/topic/620084-a-good-heightmap-lod-technique-no-vtf-please/page__view__findpost__p__4911965

I would like to know the author&#039;s views on it.</description>
		<content:encoded><![CDATA[<p>Hello,<br />
There are some questions raised about CDLOD in the forum</p>
<p><a href="http://www.gamedev.net/topic/620084-a-good-heightmap-lod-technique-no-vtf-please/page__view__findpost__p__4911965" rel="nofollow">http://www.gamedev.net/topic/620084-a-good-heightmap-lod-technique-no-vtf-please/page__view__findpost__p__4911965</a></p>
<p>I would like to know the author&#8217;s views on it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Oh no, another terrain rendering paper! by Filip Strugar</title>
		<link>http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/comment-page-1/#comment-909</link>
		<dc:creator>Filip Strugar</dc:creator>
		<pubDate>Wed, 08 Feb 2012 19:19:40 +0000</pubDate>
		<guid isPermaLink="false">http://vertexasylum.com/?p=63#comment-909</guid>
		<description>I&#039;m not sure I understand correctly, but if your vector/other data layers lay outside of the area covered by the heightmap but you want to use CDLOD&#039;s QuadTree then you have to expand the area it covers to outside of the original heightmap in one way or the other. Otherwise, you can create your own QuadTree or a similar culling system.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not sure I understand correctly, but if your vector/other data layers lay outside of the area covered by the heightmap but you want to use CDLOD&#8217;s QuadTree then you have to expand the area it covers to outside of the original heightmap in one way or the other. Otherwise, you can create your own QuadTree or a similar culling system.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Oh no, another terrain rendering paper! by PGT</title>
		<link>http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/comment-page-1/#comment-907</link>
		<dc:creator>PGT</dc:creator>
		<pubDate>Wed, 08 Feb 2012 05:03:32 +0000</pubDate>
		<guid isPermaLink="false">http://vertexasylum.com/?p=63#comment-907</guid>
		<description>Hi,

Thanks for the suggestion. However what if we don&#039;t have min/max heights data for other data layers?
 e.g. say we have overlay data for entire Europe, but we have height data only for UK. How do we render overlay data of portion other than UK as there will be no height nodes for the portion?</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p>Thanks for the suggestion. However what if we don&#8217;t have min/max heights data for other data layers?<br />
 e.g. say we have overlay data for entire Europe, but we have height data only for UK. How do we render overlay data of portion other than UK as there will be no height nodes for the portion?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Oh no, another terrain rendering paper! by Filip Strugar</title>
		<link>http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/comment-page-1/#comment-906</link>
		<dc:creator>Filip Strugar</dc:creator>
		<pubDate>Tue, 07 Feb 2012 18:28:32 +0000</pubDate>
		<guid isPermaLink="false">http://vertexasylum.com/?p=63#comment-906</guid>
		<description>Hi,
You simply need to calculate your other data layers min/max heights and merge it with the existing quadtree min/max heights that are generated from the heightmap!</description>
		<content:encoded><![CDATA[<p>Hi,<br />
You simply need to calculate your other data layers min/max heights and merge it with the existing quadtree min/max heights that are generated from the heightmap!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Oh no, another terrain rendering paper! by PGT</title>
		<link>http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/comment-page-1/#comment-905</link>
		<dc:creator>PGT</dc:creator>
		<pubDate>Tue, 07 Feb 2012 14:24:43 +0000</pubDate>
		<guid isPermaLink="false">http://vertexasylum.com/?p=63#comment-905</guid>
		<description>Hi,

The CDLOD algorithm first selects the height nodes and then renders the overlay textures associated with the node. Hence it cannot render the portion of the overaly (raster/ vector layers) map where there is no height data. 
Even if we have a top view where we should see only 2D view rendered for overaly maps, still this is not possible for areas where no elevation data is provided. Any remedy for this problem ?</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p>The CDLOD algorithm first selects the height nodes and then renders the overlay textures associated with the node. Hence it cannot render the portion of the overaly (raster/ vector layers) map where there is no height data.<br />
Even if we have a top view where we should see only 2D view rendered for overaly maps, still this is not possible for areas where no elevation data is provided. Any remedy for this problem ?</p>
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