Generating a heightmap 2004-02-24 - By Danny Kodicek
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> They're not all flat to the floor, sadly. :) Which I _think_ (and am > willing to be corrected) means I still have to run through a lot of > clipping.
Hmm...
Okay, without doing all the maths, I'd still have thought it can't be that difficult. You start by finding which tile each vertex is in. Then for each vertex V1 which has a vertex V2 adjacent to it on the box such that V2 is higher than V1, V2 is higher than the maximum vertex in the tile, and V2 is outside the current tile, you find the height of the edge V1V2 at the tile boundary.
Does that make some kind of sense?
Danny
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