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Tiled Height Field question?
I am writing a terrain editor, the terrain is editable by squares.
ie 100 x 100 = 10000 editable terrain squares, in one square you could place a grass tile, in another water etc...
my problem is the number of polygons 20,000 if I use quads.
I was hoping to use tessalation to remove unneeded triangles by joing squares that have the same elevation.
BUT then I will loose my tile coordinates for the squares, so I will not be able to have 100 tiles by 100.
example normal
(a letter = tile)
ABCDE
FGHIJ
KLMNO
But if I use tesselation
ABBCC
DEFCC
GHIJK
I will have to texture B and C as one quad
wont I?
as certain tiles will have been eaten up into a larger one, Is there a way round this?
Ironduke
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Member
Regular Contributor
Re: Tiled Height Field question?
if i've understood, you need to use different textures on a single primitive.
unless you use multitexturing with a bit of work on texture coordinates, you can't assign more than one texture to a quad (to any primitive, indeed).
Dolo/\/\ightY
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