Orbit Tessellation developer diary for Kerbal Space Program 2
kerbalspaceprogram.com
Orbit Tessellation developer diary for Kerbal Space Program 2
1–10 of 84 posts
Re: Orbit Tessellation developer diary for Kerbal Space Program 2
#2Re: Orbit Tessellation developer diary for Kerbal Space Program 2
#3My biggest question: who the hell plays KSP without the orbit map interface?
Re: Orbit Tessellation developer diary for Kerbal Space Program 2
#4Re: Orbit Tessellation developer diary for Kerbal Space Program 2
#5My biggest question: who the hell plays KSP without the orbit map interface?
Re: Orbit Tessellation developer diary for Kerbal Space Program 2
#6Another one is that a planet sphere renderer will often tesselate the sphere into quads in lat-lon space. Of course the quads are split into two triangles for rendering. However, at the poles, one of the triangles has zero area because two of its vertices are the same, the pole. Then when you texture map that "quad" with a square texture, half of the texture is not shown, and you get visible seams (Google Earth suffers from this artifact, or at least it did in the past). What's less obvious is that this problem is present to a lesser extent in every quad on the sphere, because the triangle with the horizontal edge nearer the pole is smaller than the other, so half of the texture is stretched and half is shrunk. The fix is to use homogeneous texture coordinates.
Re: Orbit Tessellation developer diary for Kerbal Space Program 2
#7My biggest question: who the hell plays KSP without the orbit map interface?
Re: Orbit Tessellation developer diary for Kerbal Space Program 2
#8I'm a bit puzzled here, after seeing the word "screen-space". I'm no game dev, but I know that there's tessellation shader for this very purpose. We can let the shader churn out more points on-demand in a separate step in the rendering pipeline. I think doing this in "screen-space" is a bit unnatural. (Just nitpicking.)
Tessellation shaders are useful for processing polygonal geometry with many thousands of polygons, but they have a fairly constrained programming model. And as you can see from the example images, rendering a high-quality orbit path only requires a few dozen vertices. The performance benefit from moving that computation into a tessellation shader is likely to be insignificant compared to the additional complexity and overhead.