Re: [Algorithms] Terrain Normals
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From: Jim O. <j.o...@in...> - 2000-08-15 16:40:11
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Hi, > How can your bilinear filtering method (as depicted below) be used with the > terrain layout (as depicted at bottom, the same as mine)? A bit of flexible thinking I guess... Your (and my) terrain representation is actually just an approximation of the 'actual' terrain (that is, there are very few places to be found in the universe where a terrain is made up of countless triangles in a regular grid). This 'flaw' can produce unrealistic images (gray bands, for instance). By using a different method to calculate the normals, I kinda masked the problem(*). (*) I first used all eight surrounding triangles, but I found that using only four gave nearly the same result, up to the point where it was no longer visible. Jim Offerman Innovade - designing the designer |