RE: [Algorithms] VIPM With T&L - what about roam
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From: Martin F. <mf...@ac...> - 2000-09-12 10:20:37
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I assume you mean a single degenerate per coulumb per tile. (which was what I was talking about) Suppose you have a 4x4 heightfield section. If you draw 16 points on a piece of paper, start at the bottom left corner, connect to the point to the right of this, then the point immediatly above the start point, build a vertical strip and you will see at the top in order to get onto the next coulomb you only have to use 1 degenerate triangle. Infact nDegeneratesTriangles = nCoulombs - 1. While a 4x4 is impractically small on current hardware this gets the point made. The larger your tile the better the ratio of degenerates to normal triangles becomes. -----Original Message----- From: Pai-Hung Chen [mailto:pa...@ac...] Sent: 12 September 2000 02:24 To: gda...@li... Subject: Re: [Algorithms] VIPM With T&L - what about roam > Here's a question though. If I want to VIPM a heightfield is there anyway to > > maintain a minimal indexed triangle strip. By minimal I mean as few strips > and > as few degenerate triangles as possible. A plain heightfield strips very > well > obviously with one strip per tile, (Assuming a quadtree split) with best > case > 1 degerenrate triangle per coulomb. > > It's all swings and roundabouts, there are cruder LOD techniques for > heightfields ...... Could you elaborate a little bit on how to get "1 degenerated triangle per tile"? Thank you, Paihung _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |