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 19:33
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 do
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 ge
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++)
{
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 advic
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. C
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