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"Welding" Problem!

Started by May 17, 2002 03:05 PM
0 comments, last by Oni 22 years, 7 months ago
Hi. im not new to coding at all, but ive a slight problem which ive dubbed a "Welding" problem. its to do with terrain! Basically, its a RAW terrain loader. Each Terrain Tile is a power of 2 square. I use a Quaddtree to divide the terrain down into nodes (quite easy when using powers of 2) until i get squares of about 16 vertices by 16. the reason for this is twofold. 1) it culls terrain quickly 2)it keeps these vertices seperate thus making Level of Detail (LOD) quite easy to computer in real time. However, the problem becomes "welding" these patches / nodes together. this is further compounded by the fact that adjacent patches do not have the same level of detail. its all to do with holding the vertices at the leaf nodes of the tree. this keeps them seperate. although i guess LOD would break up triangles no matter what i did. Does anyone have any suggestions? cheers guys and gals!
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[edited by - catfoodgood on May 17, 2002 4:25:49 PM]

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