OGRE Wiki
Support and community documentation for Ogre3D
Ogre Forums
ogre3d.org
Log in
Username:
Password:
CapsLock is on.
Remember me (for 1 year)
Log in
Home
Tutorials
Tutorials Home
Basic Tutorials
Intermediate Tutorials
Mad Marx Tutorials
In Depth Tutorials
Older Tutorials
External Tutorials
Cookbook
Cookbook Home
CodeBank
Snippets
Experiences
Ogre Articles
Libraries
Libraries Home
Alternative Languages
Assembling A Toolset
Development Tools
OGRE Libraries
List of Libraries
Tools
Tools Home
DCC Tools
DCC Tutorials
DCC Articles
DCC Resources
Assembling a production pipeline
Development
Development Home
Roadmap
Building Ogre
Installing the Ogre SDK
Setting Up An Application
Ogre Wiki Tutorial Framework
Frequently Asked Questions
Google Summer Of Code
Help Requested
Ogre Core Articles
Community
Community Home
Projects Using Ogre
Recommended Reading
Contractors
Wiki
Immediate Wiki Tasklist
Wiki Ideas
Wiki Guidelines
Article Writing Guidelines
Wiki Styles
Wiki Page Tracker
Ogre Wiki Help
Ogre Wiki Help Overview
Help - Basic Syntax
Help - Images
Help - Pages and Structures
Help - Wiki Plugins
Toolbox
Freetags
Categories
List Pages
Structures
Trackers
Statistics
Rankings
List Galleries
Ogre Lexicon
Comments
History: Ogre Terrain System
View page
Source of version: 17
(current)
In 2009 ((User:Sinbad|sinbad)) (founder of Ogre) started to create a new terrain system. It replaces the old ((Terrain Scene Manager)) and includes ideas of other terrain addons, key of which is being a component system which can live within any SceneManager rather than being one itself. Since Ogre 1.7 the new Ogre Terrain Manager is an Ogre component. {DIV(class="clearRight")}{img fileId="1989" align="right" thumb="y" rel="box[g]" width="300" desc="click to enlarge" stylebox="border"}{DIV} {DIV(class="clearRight")}{img fileId="1990" align="right" thumb="y" rel="box[g]" width="300" desc="click to enlarge" stylebox="border"}{DIV} !Features * SceneManager independent, separate optional component (OGRE_HOME/Components/Terrain) * Integrates with (optional) Paging component * Inherently editable - a lot like ((ETM)) * Hierarchical geometry batching: batch count reduced at lower ((-LOD|LODs)) as well as ((-vertex|vertex)) count. At the lowest level of detail, the entire terrain page is a single batch which has obvious advantages for large paging terrains over the fixed tiles previously used. There is also the possibility to go to a lower overall resolution and to drop detail geometry in the far distance compared to non-hierarchical approaches. * Skirts are used instead of stitching to avoid cracks in geometry. This means fewer indexing arrangements and lower overall ((Vertex and Index Buffers|index buffer)) usage * In-built support for ((-Terrain Splatting|splatting layers)), configurable sampler inputs and pluggable ((-material|material)) generators * Support for generating global ((-Normal Mapping|normal maps)) and ((Light mapping|light maps)) in a background thread * Saving & loading of terrain built in, including loading / processing in a background thread * ((-LOD|LOD)) now adapts in real-time to ((-camera|camera)) settings (viewport sizes & LOD bias) so you can use the same terrain with multiple views efficiently The Terrain System can be used in combination with the ''Paging Component''. Features of the __Paging Component__: * SceneManager-independent, separate optional component (OGRE_HOME/Components/Paging) * Pluggable strategy components to control paging strategy for a section of the scene * Pluggable content components to control paging of content * Plugggable collection components so that paged elements can be composed or selected between in different ways (e.g. paging many ((-LOD|LOD)) levels within a page) The Terrain System requires the CgProgramManager plugin to function correctly. !Using Ogre Terrain ((Basic Tutorial 3)) shows how you can use this terrain system. Some definitions: * Ogre::Terrain = a small group of tiles, lets say 256x256 * Ogre::TerrainGroup = a group of Terrains, there is no actual limit of how many terrains it can have. The Terrains hardware limit is the number of Ogre::Terrains visible/in memory. * Ogre::TerrainPaging = A wrapper to add/remove predetermined Ogre::Terrains on the fly (so you may have lets say 1000 Ogre::Terrains in a TerrainGroup but only the 9 of them around the player is visible at once) * PagingManager = general purpose paging handler, not limited to terrain but also supplies functions to page other elements in the scene. How paging interacts with terrain: If you are not using paging: * All terrains you add to a group are loaded. If you are using paging: * All terrains in the radius LOADRADIUS, centered around the current camera position, will be loaded. * Terrains already loaded in the radius HOLDRADIUS will be kept in memory. !Video This video shows the Ogre Terrain Component in association with the Ogre Paging Component. {YOUTUBE(movie="http://www.youtube.com/watch?v=qIE5_pltbzQ",allowFullScreen="y")}{YOUTUBE} !See also * [http://www.ogre3d.org/docs/api/1.9/class_ogre_1_1_terrain.html|Ogre::Terrain API] * ((Basic Tutorial 3)) - How to use the terrain system * ((Ogre Terrain Component FAQ)) * [http://www.ogre3d.org/forums/viewtopic.php?f=11&t=50674|New Terrain Early Shots] - Forum topic for Development Talk * [http://www.ogre3d.org/forums/viewtopic.php?f=4&t=48320|Paging as a core feature - design notes] - Forum topic * [http://www.ogre3d.org/forums/viewtopic.php?f=4&t=56064|Future plans for Ogre::Terrain?] - Forum topic * [http://www.ogre3d.org/addonforums/viewtopic.php?f=8&t=13224|Mogre terrain and paging] - Forum topic for usage with ((Mogre)) (.NET) * ((Artifex Terra)) - A terrain and world editor supporting the Ogre Terrain System * ((Ogitor)) - A Scene Editor, which can create terrain based on the Ogre Terrain System * ((SceneManagersFAQ)) - An overview for other scene managers
Search by Tags
Search Wiki by Freetags
Latest Changes
Introduction - JaJDoo Shader Guide - Basics
RT Shader System
RapidXML Dotscene Loader
One Function Ogre
IDE Eclipse
FMOD SoundManager
HDRlib
Building Ogre V2 with CMake
Ogre 2.1 FAQ
Minimal Ogre Collision
...more
Search
Find
Advanced
Search Help
Online Users
97 online users