Re: [osg-users] TriangleStrip mesh is not smooth...

2018-06-07 Thread Christian Buchner
Updating a mesh in real time could be done using some a displacement mapping in a vertex shader. The height field can be then updated as a texture. The base mash would be essentially static and flat, but the z coordinate is updated on the GPU based on texture input. Christian 2018-06-04

Re: [osg-users] TriangleStrip mesh is not smooth...

2018-06-04 Thread Mike Raider
Hi, "it kinds seems like an odd thing that are doing, shifting and replacing rows for some reason is not normally how one manages terrain. Could you take a step back and explain what you are trying to achieve in your application w.r.t terrain" I am just starting to develop a 3D app my usual

Re: [osg-users] TriangleStrip mesh is not smooth...

2018-06-04 Thread Robert Osfield
Hi Mike, You "kind of" specify how you are setting the vertex data but make no mention of the way you pass this data to the OSG, or how you set up your primitive data. What you have told us doesn't really tell us how you are building the mesh, just hints about part of what you are doing. As a

Re: [osg-users] TriangleStrip mesh is not smooth...

2018-06-03 Thread Mike Raider
Hi, Thank you Robert... Here is how I create the mesh: float column_x_loc = -(LAND_WIDTH * LAND_TRIANGLE_WIDTH)/2; float column_z_loc = -(LAND_DEPTH * LAND_TRIANGLE_DEPTH)/2 float column_y_loc = DETAIL_TERRAIN_FLOOR; for (int c = 0;c < LAND_WIDTH;c++) {

Re: [osg-users] TriangleStrip mesh is not smooth...

2018-06-03 Thread Robert Osfield
Hi Mike, You don't provide any details about how you've created the mesh, whether you've loaded it from some loader, you've use some util from the OSG or other 3rd party tool or done it by hand yourself. Given we know nothing about how you've created the mesh there isn't much can do to help

[osg-users] TriangleStrip mesh is not smooth...

2018-06-03 Thread Mike Raider
Hi, I have a TriangleStrip mesh that I use for a simple data collection app to show data changes in real time. Most of the time the mesh looks very clean and smooth. However, sometimes the triangles look like spikes and not smooth. I do not understand why the mesh is broken by the spikes.