Control of LOD details for Lowres layer rendering
xystudio2 opened this issue · 2 comments
In our Server, there are many, many tall bridges and great buildings.
However, when we view these tall structures, which are often only one or two blocks thick or wide, on BlueMap, due to the LOD for distant scenes (lowres layer), they turn into strange "high walls" that block the skyline.
Could it possible to resolve this issue?
My idea is:
a. Could there be an option to use lower values (as minimum?) rather than the maximum (or nearest) during LOD calculations for interpolation sampling? (Since the heightmap resolution during LOD is lower than one block, this might filter out excessively narrow structures.) (I think it is may most possible)
b. As a solution that’s not quite as straightforward to implement. It might require more sophisticated LOD strategies, possibly involving heightmaps, or something along the lines of what Distant Horizons does.
c. Set up some kind of detection mechanism to filter out floating surface structures that are both too far from the ground and too thin — this could involve combining both height and brightness calculations for better results.
d. Just straight-up filter out any floating structures whose thickness doesn’t meet a certain threshold.
a. BlueMap uses the average height of all blocks that one data-point covers for the heightmap. The alternative would be to use the "minimum" but that would create a similar issue just with small 1x1 holes in the ground
b. every "more sophisitaced" lod methid iu can thing of goes beyond a height-map and uses the 3rd dimension
i can imagine adding some better lod at some point in the future, but it wont be easy
c./d. i like to avoid workaround-features as much as possible if a better overall solution exists, so i'd like to focus my time on the idea provided in b. over this .. also analyzing terrain before rendering it has a huge potential for a lot of performance-impact ^^
I will close this issue, as per our contributing guidelines suggestions should go into our discords #suggestions channel where I can maintain a better overview over them :)
