Generating a heightmap 2004-02-24 - By Ian Thomas
Back 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 > > __ ____ ____ ____ ____ ____ ____ ____ ____ ____ > Dir3d-l mailing list > Dir3d-l@(protected) > http://nuttybar.drama.uga.edu/mailman/listinfo> /dir3d-l >
__ ____ ____ ____ ____ ____ ____ ____ ____ ____ Dir3d-l mailing list Dir3d-l@(protected) http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l
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