History: SoC2012 Improve and Demo the Terrain System
Source of version: 16
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!Project Information
Proposal and discussion thread: [http://www.ogre3d.org/forums/viewtopic.php?f=13&t=69553|http://www.ogre3d.org/forums/viewtopic.php?f=13&t=69553]
Mercurial repository: [https://bitbucket.org/xiaoxq/ogre_soc_tpi/overview|https://bitbucket.org/xiaoxq/ogre_soc_tpi/overview]
The basement project: [http://www.ogre3d.org/tikiwiki/SoC2011+Terrain+Paging+Improvements|SoC2011 Terrain Paging Improvements]
!Implementation Design
!!The Alpha Version
It was first implemented by Kuxv in GSoC 2011. Figure below shows the workflow.
{img fileId="2133" rel="box[g]"}
Combined with reviewing the code, we find that the alpha version has some bad smells, e.g.:
*The logic of Terrain::increaseLodLevel() is very twisted.
*No protections on shared data. (By now I'm still not sure whether it has been well designed to avoid critical sections)
*Some duplicated code, e.g.: Terrain::load() and Terrain::loadLodLevel()
*To be continued...
!!The Beta Version
!Guide for Users
!Guide for Developers
!Introduction to the Endless World Sample
!Weekly Progress
!!2012-04-29
*Create repository by importing from kuxv's, and create this wiki page.
*A small fix to make it compilable on my x64 system. Then it runs quite well.
*Merge new changesets from trunk.
*Confirm my development environment: Thinkpad T410s( Intel i5, Nvidia NVS 3100M, 8G memory ), Ubuntu 12.04 64bit. I also have a Win7 64bit, but only for testing.
!!2012-05-06
*Some code cleanup.
!!2012-05-14
*Keep on warming up with the code.
*Start drawing a sequence diagram to show the work flow of LOD and paging.
!!2012-05-20
*Finish the sequence diagram, and get to understand most of the previous implementation ideas.
*Have found some possible buggy point. See them above for detail.
!!2012-05-27
*Start reviewing the code, I think I have understand the idea deeply.
*Small refactoring, extract out a TerrainLodManager, which makes the Terrain component as clear as the original.(80% completed)