Serious Problem
Hi
I mentioned it before but nobody could help me, so I try it again in hope somebody who can help me will read this.
I can''t give my surfaces more than 30 points. That means I only can make a 30x30 big field. But I need a much bigger one.
Can somebody please help me.
arkansas
Make 30x30 and use glScale...
PM Times change...
Excuse my poor english!
thx, thats a good idea..
but I still need more points.
and if i use glScale... I can'r make random hills.
arkansas
[edited by - arkansas on October 16, 2002 1:44:42 PM]
but I still need more points.
and if i use glScale... I can'r make random hills.
arkansas
[edited by - arkansas on October 16, 2002 1:44:42 PM]
October 16, 2002 01:13 PM
what exactly does limit your heightmaps (?) to 30x30? (personally I use several (paged) 512x512 heightfields
)
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glMap2f(GL_MAP2_VERTEX_3, 0.0, 10.0, 3, 30, 0.0, 10.0, 90, 30, &Hillx01[0][0][0]);
when I increase the value it doesn''t show the surface.
when I increase the value it doesn''t show the surface.
October 16, 2002 01:29 PM
ok, I render the heightmaps slightly (:D) different.
It''s a bit more complicated though (using ROAM); check http://www.gamasutra.com/features/20000403/turner_01.htm : it''s more or less what I do (used the code from there as the base)
It''s a bit more complicated though (using ROAM); check http://www.gamasutra.com/features/20000403/turner_01.htm : it''s more or less what I do (used the code from there as the base)
October 16, 2002 01:49 PM
hope it helps... as said, it''s a bit more complicated, but once you get it up and running, it''s quite easy to tweak etc.
Takes quite a bit more memory and moves a lot of work to the CPU (the example rebuilds the optimzed grids each frame; I played around with frame-cohorent (spelling?) stuff, but then culling and paging gets a bit harder...)
Takes quite a bit more memory and moves a lot of work to the CPU (the example rebuilds the optimzed grids each frame; I played around with frame-cohorent (spelling?) stuff, but then culling and paging gets a bit harder...)
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