Re: [Algorithms] Lightmap Terrain
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From: Klaus H. <k_h...@os...> - 2000-08-25 14:38:10
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> Sorry for the response delay. I sended a response but from a other mail > address so i think > I need to rewrite this mail anyway. I will response for all reply answered > about this thread. > > Thanks Niki it's exaclty a sort a raytracing a was thinking. I will check > the doc carefully. I guess you mean the grid-tracing algorithm... I'm currently implementing it myself. For now I use a simple GDI test program (no terrain engine), because you need to see that the ray is properly traced through the grid. I've got the x-driven, and y-driven DDAs working now, but it was a major pain. The main problem is the pseudo-code in Appendix A in the paper, because there are a couple of variables without any useful explanation of what they do. Especially the initial "error" (see paper) is very confusing. Musgrave says, that this "error" variable needs to be initialized with an octant-specific value, but he doesn't actually say what exactly that error variable does. Well, I figured it out, but IMO it needs to be initialized with a quadrant-specific value, and not with an octant-specific value. I hope to see some ray-traced terrain soon :) Niki |