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Generating a heightmap

Generating a heightmap

2004-02-24       - By Ian Thomas

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Yes, it does. :)

What about tiles completely surrounded by the box vertices (but with no
edges crossing them?)

Thanks,
  Ian

> -- --Original Message-- --
> From: dir3d-l-bounces@(protected)
> [mailto:dir3d-l-bounces@(protected)] On Behalf Of
> Danny Kodicek
> Sent: 24 February 2004 16:14
> To: dir3d-l@(protected)
> Subject: Re: [Dir3d-l] Generating a heightmap
>
>
>
> > 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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