Author Topic: tesselation?  (Read 4712 times)

emscape

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tesselation?
« on: 2 May 2010, 22:05:14 »
maybe it would be a nice thing to integrate an option for tesselation here...

titi

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Re: tesselation?
« Reply #1 on: 2 May 2010, 23:33:29 »
You just throw in a keyword!? What is it good for for what can we use it?
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John.d.h

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Re: tesselation?
« Reply #2 on: 2 May 2010, 23:54:08 »
Do you mean this?

Quote from: http://en.wikipedia.org/wiki/Tessellation#Tessellations_and_computer_models
In the subject of computer graphics, tessellation techniques are often used to manage datasets of polygons and divide them into suitable structures for rendering. Normally, at least for real-time rendering, the data is tessellated into triangles, which is sometimes referred to as triangulation. Tessellation is a staple feature of DirectX 11 and OpenGL.[2]

In computer-aided design the constructed design is represented by a boundary representation topological model, where analytical 3D surfaces and curves, limited to faces and edges constitute a continuous boundary of a 3D body. Arbitrary 3D bodies are often too complicated to analyze directly. So they are approximated (tessellated) with a mesh of small, easy-to-analyze pieces of 3D volume — usually either irregular tetrahedrons, or irregular hexahedrons. The mesh is used for finite element analysis.

Mesh of a surface is usually generated per individual faces and edges (approximated to polylines) so that original limit vertices are included into mesh. To ensure approximation of the original surface suits needs of the further processing 3 basic parameters are usually defined for the surface mesh generator:

    * Maximum allowed distance between planar approximation polygon and the surface (aka "sag"). This parameter ensures that mesh is similar enough to the original analytical surface (or the polyline is similar to the original curve).
    * Maximum allowed size of the approximation polygon (for triangulations it can be maximum allowed length of triangle sides). This parameter ensures enough detail for further analysis.
    * Maximum allowed angle between two adjacent approximation polygons (on the same face). This parameter ensures that even very small humps or hollows that can have significant effect to analysis will not disappear in mesh.

Algorithm generating mesh is driven by the parameters (example: CATIA V5 tessellation library). Some computer analyses require adaptive mesh. Mesh is being locally enhanced (using stronger parameters) in areas where it is needed during the analysis.

Some geodesic domes are designed by tessellating the sphere with triangles that are as close to equilateral triangles as possible.

emscape

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Re: tesselation?
« Reply #3 on: 18 May 2010, 09:44:19 »
yes, but it would mean using DX 11, so after considering it, we'd better wait for the new release of OpenGLm, or at least start using normal maps and shaders.

Gabbe

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Re: tesselation?
« Reply #4 on: 18 May 2010, 14:19:09 »
Arent we still waiting for a graphics coder who could do this stuff?

weedkiller

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Re: tesselation?
« Reply #5 on: 18 May 2010, 14:46:27 »
i think "hightech" things like this can have disadvantages for glest too; i think glest lives from the modding community. if making mods becomes too complex like you have to make 2,3 layers of textures for one unit it can become frustrating because of too much work. additionally these techniques require more skill or a bad normalmap could make the unit look ugly. so i think: make it an automatic or at least choosable feature...
..and of course somebody has to think up all that code so if its not well thoughtup nobody will put it into code xD

Gabbe

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Re: tesselation?
« Reply #6 on: 18 May 2010, 15:15:33 »
You can make a automatic normal map with a plugin for GIMP, automated done.

ElimiNator

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Re: tesselation?
« Reply #7 on: 18 May 2010, 21:18:13 »
You can make a automatic normal map with a plugin for GIMP, automated done.
You can? What is the plugin called and how can I get it?
Get the Vbros': Packs 1, 2, 3, 4, and 5!

Gabbe

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Re: tesselation?
« Reply #8 on: 18 May 2010, 21:25:42 »
Here is the link download:

Code: [Select]
[url=http://nifelheim.dyndns.org/~cocidius/normalmap/]http://nifelheim.dyndns.org/~cocidius/normalmap/[/url]
Found it here while making a blender game terrain:

http://cg.tutsplus.com/tutorials/3d-art/create-a-rocky-video-game-terrain-in-blender-day-3/


good tutorial actually, there is another link there too:

http://registry.gimp.org/node/69

Windows 32-bit direct download:

http://gimp-normalmap.googlecode.com/files/gimp-normalmap-win32-1.2.2.zip


No linux tho, i assume you can use windows right?
« Last Edit: 5 April 2016, 19:58:08 by filux »

emscape

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Re: tesselation?
« Reply #9 on: 21 May 2010, 10:14:29 »
i also use it in oblivion, its great, its very rare that it doesnt work:D

but maybe opengl 2.0 support would also be enoguh, because it also has normal maps, and it will add a dimension to the game!

emscape

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Re: tesselation?
« Reply #10 on: 29 May 2010, 10:45:00 »
tesselation is possible. Our supermodern gpus also support opengl4.0 (my supports 3.3:() but to continue if we'd enable opengl4.0 support and normal maps, we also should have the tesselation possibility, much more detail will be available then:D

Gabbe

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Re: tesselation?
« Reply #11 on: 29 May 2010, 14:27:27 »
:O

we need OpenGL

emscape

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Re: tesselation?
« Reply #12 on: 29 May 2010, 14:28:30 »
indeed, opengl 4.0 is almost as fast as DX11, and portable to linux and macos:D

John.d.h

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Re: tesselation?
« Reply #13 on: 29 May 2010, 20:08:26 »
we need OpenGL
What do you think Glest uses already? ::)

Gabbe

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Re: tesselation?
« Reply #14 on: 29 May 2010, 20:19:08 »
probably OpenGL v. stone age

ElimiNator

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Re: tesselation?
« Reply #15 on: 29 May 2010, 20:35:17 »
Here is the link download:

Code: [Select]
[url=http://nifelheim.dyndns.org/~cocidius/normalmap/]http://nifelheim.dyndns.org/~cocidius/normalmap/[/url]
Found it here while making a blender game terrain:

http://cg.tutsplus.com/tutorials/3d-art/create-a-rocky-video-game-terrain-in-blender-day-3/


good tutorial actually, there is another link there too:

http://registry.gimp.org/node/69

Windows 32-bit direct download:

http://gimp-normalmap.googlecode.com/files/gimp-normalmap-win32-1.2.2.zip


No linux tho, i assume you can use windows right?
The first download goes no where...
« Last Edit: 5 April 2016, 19:58:33 by filux »
Get the Vbros': Packs 1, 2, 3, 4, and 5!

Gabbe

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Re: tesselation?
« Reply #16 on: 29 May 2010, 20:38:39 »
doesn`t matter as long as the others do :P

emscape

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Re: tesselation?
« Reply #17 on: 29 May 2010, 20:40:32 »
Code: [Select]
http://packages.ubuntu.com/hardy/gimp-normalmap
this one should work!

« Last Edit: 5 April 2016, 19:59:02 by filux »

Gabbe

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Re: tesselation?
« Reply #18 on: 29 May 2010, 21:06:24 »
the other links DO WORK!

emscape

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Re: tesselation?
« Reply #19 on: 30 May 2010, 12:41:41 »
ok:D

Gabbe

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Re: tesselation?
« Reply #20 on: 30 May 2010, 12:44:48 »
what openGL v uses glest? mine cards supports v 3.2 i think...it is  5870s

emscape

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Re: tesselation?
« Reply #21 on: 30 May 2010, 12:48:47 »
1.3 but the  5870 should support 4.0 i think. na doesnt matter opengl 3.0+ certainly supports tesselation as long as normal maps are available....

Gabbe

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Re: tesselation?
« Reply #22 on: 30 May 2010, 12:50:58 »
It is "XFX play hard" cards

the box says 3.2

emscape

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Re: tesselation?
« Reply #23 on: 30 May 2010, 12:59:38 »
ok I'll just believe u on ur word, just hoped it would support 4.0 :(

but 3.2 also has tesselation support...
so I think it would be best to do support for the following versions:
- 1.3 (as we allready have)
- 2.0 (it has normal maps, and every videocard made in the past 3 years runs it perfectly_
- 3.0 (tesselation possibilities) and more modern videocards support

if megaglest designers would do that, I think everyone will suddenly love glest :D

like we allready did offcourse, I will only love it more

Gabbe

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Re: tesselation?
« Reply #24 on: 30 May 2010, 14:12:08 »
maybe if you could choose between what version?

but we still need a graphics coder...

ps. GPUs are very cheap if you don`t buy the newest ones...