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Generating a heightmap

Generating a heightmap

2004-03-01       - By Ian Thomas

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Reply:     <<     11     12     13     14     15     16  

Right...

Finally got the funding application out of the way and had another go at
the heightmap thing.

The answer which seems to work best (i.e. most accurately - accurately
enough for what I need) is actually my original idea -
Sutherland-Hodgeman polygon clipping of each face of the likely objects
to work out what's actually inside the tiles, then pick the highest
vertex.

I did discover a silly bug inside my clipping implementation which
explained the bizarre results I'd been getting.

It's not fast (but then, as I said, this is an editor for precalcing
data for a game, not the game itself), but it does the job.

Thanks for all your suggestions and help.

Cheers,
  Ian

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