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We agree on the generic formula and that my writing can leave much room for reader interpretation and disagree on how the upscaling should be done, I think.
I am using pregenerated target LODs, each LOD made directly from source data. Just to waste some time -__-
Will try to explain the subdivision process better tomorrow.
Regarding testing the interpolation the game does, if you set your game terrain level of detail to the lowest, zoom in and move closer/further from the terrain, you can see very well the accumulation of interpolation error. Doing that allows allows using tile debug to measure altitudes of the actual vertices.
Did so in the above image some time ago, apologies for the readability
Circled values are from a base layer, not interpolated, other values are interpolated (once).
I hope you can read the 14.06something middle of the circled 15 values, when interpolated 5+ times, without adding corrective data in the delta layers, it will "dissolve" the mesh like in your first test image, so it will look like the filter is larger I think.
268435456, instead of 4096.
I am using pregenerated target LODs, each LOD made directly from source data. Just to waste some time -__-
Will try to explain the subdivision process better tomorrow.
Regarding testing the interpolation the game does, if you set your game terrain level of detail to the lowest, zoom in and move closer/further from the terrain, you can see very well the accumulation of interpolation error. Doing that allows allows using tile debug to measure altitudes of the actual vertices.
Did so in the above image some time ago, apologies for the readability
Circled values are from a base layer, not interpolated, other values are interpolated (once).
I hope you can read the 14.06something middle of the circled 15 values, when interpolated 5+ times, without adding corrective data in the delta layers, it will "dissolve" the mesh like in your first test image, so it will look like the filter is larger I think.
With what I came up there is no need to use the neighboring tiles. But I will have to explain more.this 4x4 is annoying because you need the neighboring tiles to be able to interpolate at the edges.
Yes, that's what I meant, I think I saw something in a "corner step response" that did not fit bicubic, but I will have to double check. And as you said, it's really not the most important thing. "Nice to have" level of detail.It's probably what you mentioned above as being Lanczos. It might also just be bicubic?
Yes, cgl header byte 0x1C should be 1 instead of 2, QuadKeys 32 bits long and what I designate in my cgl layout generation code as "levelchangevalue", should beSo: In order to go beyond Level 12 you're using 32 bit QuadKeys and something in the cgl header?
268435456, instead of 4096.