hello guys,
I wrote a program to display some pressure-measurements. I’ve oriented to a terrain map. The problem is that the edges are too rough. I draw the vertexes with triangles_strip. Do you have any idea how to draw it smoother?
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My Code.
for (int x = 0; x < width - 1; x++)
{
gl.ShadeModel(OpenGL.GL_SMOOTH);
gl.Begin(OpenGL.GL_TRIANGLE_STRIP); //Definition der des Dreiecksflächentyps
for (int y = 0; y < height - 1; y++)
{
// //draw vertex 0
gl.TexCoord(0.0f, 0.0f);// gl.Normal3i(0, 0, 0);
Color color = GetBlendedColor((int)(pressures[x, y])); //zuorden welche farbe gezeichnet werden soll
gl.Color(color.R, color.G, color.B);
gl.Vertex((float)x, -y, pressures[x, y]); //gl.Vertex(x,y,z)= allg. Form der Eckpunktdefinition
// // draw vertex 1
gl.TexCoord(1.0f, 0.0f); // oder gl.Normal3i(1, 0, 0);
color = GetBlendedColor((int)(pressures[x + 1, y]));
gl.Color(color.R, color.G, color.B);
gl.Vertex((x + 1), -y, pressures[x + 1, y]);
// draw vertex 2
gl.TexCoord(0.0f, 1.0f); // oder gl.Normal3i(0, 1, 0);
color = GetBlendedColor((int)(pressures[x, y + 1]));
gl.Color(color.R, color.G, color.B);
gl.Vertex(x , -(y + 1), pressures[x, y + 1]);
// // draw vertex 3
gl.TexCoord(1.0f, 1.0f); //oder gl.Normal3i(0, 0, 1);
color = GetBlendedColor((int)(pressures[x + 1, y + 1]));
gl.Color(color.R, color.G, color.B);
gl.Vertex((x + 1), -(y + 1), pressures[x + 1, y + 1]);
}
gl.End();
}