Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by devin8 · May 31, 2013 at 11:40 AM · terrainrenderingpluginopenglnative

External terrain renderer

Hi

I have been using Unity's terrain system to render paged terrains that are loaded asynchronously. Terrains are generated in Worldmachine 2 and look fantastic. Terrain scenes are saved as assetbundles. However a 50km by 50km patch results in about 120 MB of data. My app is actually a flight simulator for android. It already integrates JSBSIM flight dynamics model for simulation.

I was hoping if I could procedurally generate planetary scale terrain like this from C++ plugin that would generate a continuous LOD mesh and render it externally using OpenGL (though I have little OpenGL knowledge). I've tried running libnoise in a separate thread to generate heighmaps but assigning it to Unity terrain results in a momentary glitch. So I decided to render it externally. My questions are -

1) I know how UnityRenderEvent works on desktop but there is no explanation on how to do it from mobile. Do we need to call native render functions directly from a Camera's OnPreRender/OnPostRender ? And how?

2) How will I create shaders for that mesh.

3) How will render queue be defined for this native mesh? or is render queues a Unity specific thing.

4) Are render settings like fog set to OpenGL ES context by Unity or do I have to set them manually from plugin.

5) Is this all even possible or is there a simpler way of doing this?

Thanks a lot

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image nOsmircK · Jul 09, 2015 at 01:05 AM 0
Share

A long time has passed since this, but I'd like to know if you managed to do what you wanted. By the time you asked this, I know you needed Unity Pro to be able to make it possible, now with Unity 5 it should be easier, but I'm lost, never used Pro features before and I'd like to do the same thing you try (tried?) to do for very extensive terrains. I'd be happy to do it only for PC, but if it can be done with OpenGL ES 3.1 (with tessellation support) for Android, that'd be great.

If you actually could do something regarding your original post, can you please answer yourself here for others to see?

Thanks in advance! best regards!

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

14 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

OpenGL Context from Plugin 1 Answer

Native rendering plugin OpenGL device type not being set. 2 Answers

Native Rendering Plugin with Oculus Rift 0 Answers

Android OpenGL error in Unity 5 but not in Unity 4.6 0 Answers

Render to RenderTexture in android/gles (plugin) 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges