Re: [Algorithms] Generating landcape
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From: Neil M. <bi...@me...> - 2001-12-03 20:55:39
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I'm not sure if sampling the icosadecahedran will yield points on a grid - but it is infinitely scalable. Triangles and Quads can both be subdivided infinitely. I stick with the quad variety (such as a Globe of Earth is sliced). Texturing is easy. I sample surfaces as one would sample texture U,Vs. I've enclosed a small JPG of the type of sampling I was referring to. I link the scale to the res so the bigger it gets, the more it samples. You could also link distance to camera. The optimal sampling rate is one polygon per pixel (that would produce no jitters of the normals as you change res). You could taper a cylindar and sample gridwise. > I am doing this for a thesis project. What I am doing is using an > icosadecahedran as my base and then subdividing it as per the OpenGl red > book demo. An octtree is then used to store all of the initial polys. > |