MMatlock
07-07-2007 17:50:44
So, I had a curious idea while I was working on how to construct sheer cliffs with overhangs and complicated geometry in the context of a height mapped terrain. My solution is to use a normal heightmap for the terrain, and a set of perpendicular tiles, which are displaced via heightmapped in a horizontal direction. The heightmaps would join with one another using some sort of adaptive edge system which would calculate the edge positions of each of the tiles using both height maps, a visual representation would be as follows:
So, correct me if I am wrong, but I am assuming I would need to edit the PLSM source code in order to achieve this effect, something like rewritting the way vertex positions are calculated, as well as adding the option of tiling in differing orientations. Perhaps there are better ways to do this to begin with, any suggestions?
So, correct me if I am wrong, but I am assuming I would need to edit the PLSM source code in order to achieve this effect, something like rewritting the way vertex positions are calculated, as well as adding the option of tiling in differing orientations. Perhaps there are better ways to do this to begin with, any suggestions?