Generating a heightmap 2004-03-01 - By Ian Thomas
Back 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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