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Outerra Tech Demo download. Help with graphics driver issues

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Author Topic: Norway  (Read 22012 times)

cameni

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« Reply #15 on: February 06, 2011, 03:24:45 pm »

Quote from: necro
Which imaginary resolution do you gain with extrapolating? I think you wrote that there is no physical border because of your floating point space but im not sure. Actually you should reach 3" :p
There's no hard limit. At the moment it's clamped to tile level with 2cm resolution (less than an inch) in horizontal direction. However, while the fractal can be used to generate infinite detail, it will be infinitely similar detail. We would need to provide specialized fractal algorithms for each kind of detail; algorithm for rocks level has to differ from the algorithm generating erosion patterns for mountains or insect level detail.

Quote from: Jagerbomber
So where is each data point?  I'm assuming they make a grid and have 4 for each 3" square (curved/distorted to make the shape of the earth, at least when the points are applied to the engine).
Input data come indeed as a longitude-latitude aligned grid, but these have to be remapped and compressed before they can be used by the engine.
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tknudsen

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« Reply #16 on: February 07, 2011, 06:48:23 am »

How large is the standard tiles?
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cameni

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« Reply #17 on: February 07, 2011, 06:58:31 am »

Quote from: tknudsen
How large is the standard tiles?
Um, sorry - I don't know what you mean by "standard tiles", and what are you asking about - disk size or resolution?
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tknudsen

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« Reply #18 on: February 07, 2011, 10:05:38 am »

Just wondered if the mesh, landclass tiles are e.g. 256x256 or larger or even if you use this kind of prosess at all?
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cameni

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« Reply #19 on: February 07, 2011, 10:56:12 am »

Internally it's a specially prepared compressed format that allows for high speed streaming by required LOD levels. Consequently, you'll need to import your data so the system can use them.

Input data can be square tiles of various sizes and resolutions.
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tknudsen

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« Reply #20 on: February 08, 2011, 07:26:38 pm »

Ok, thanks..
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