jkordani
03-12-2008 01:44:44
ok... for real... how many of you actually use heightmaps to generate your terrain, and use ode's heightfield + buildfromcallback (ogre raytrace or terrainscenemanager->getheightat or whatever) (or ogreode's own world class, which looks unmaintained) to generate your terrain, made sense of all the necessary config vars, and gotten it to WORK? I could use some pointers.
Here's where im at
I took a look at ogreode's methods for tying terrain scene manager and an ode heightmap from callback together and updated them to use modern day ogre ray traces. (i know there is a function in the scene manager that handles this for me but try as I might, including the header files to support the function in question is just turning into a nightmare at this point). Performance plummets...and the geom doesn't match up with the mesh from the manager, and I can't see the geom to see if its just misplaced or if its malformed.
I use this to place a four sphere'd car on top. when using the heightmap as generated by a callback I suffer a rather significant performance hit for starters...
where the geom is actually made changes depending on whether or not i have wrapmode set on....
Id love to be able to flip a switch and turn on some visualisation for the geom in some way... I know thats an ogre side thing... that way i can see what geom ode is generating
when the car is resting on the height mesh it keeps bouncing on its suspension, but this behavior is not seen when I rest the car on a plane.
when the car drives on the heightfield it looks like its driving on ice
What do you guys do to develop terrain to work with in general, what scenemanagers do you use, and how do you use ode to help you collide things against it properly, to those of you whom this applies?
thanks for taking a look at thiat. Id appreciate any feedback.
Here's where im at
I took a look at ogreode's methods for tying terrain scene manager and an ode heightmap from callback together and updated them to use modern day ogre ray traces. (i know there is a function in the scene manager that handles this for me but try as I might, including the header files to support the function in question is just turning into a nightmare at this point). Performance plummets...and the geom doesn't match up with the mesh from the manager, and I can't see the geom to see if its just misplaced or if its malformed.
I use this to place a four sphere'd car on top. when using the heightmap as generated by a callback I suffer a rather significant performance hit for starters...
where the geom is actually made changes depending on whether or not i have wrapmode set on....
Id love to be able to flip a switch and turn on some visualisation for the geom in some way... I know thats an ogre side thing... that way i can see what geom ode is generating
when the car is resting on the height mesh it keeps bouncing on its suspension, but this behavior is not seen when I rest the car on a plane.
when the car drives on the heightfield it looks like its driving on ice
What do you guys do to develop terrain to work with in general, what scenemanagers do you use, and how do you use ode to help you collide things against it properly, to those of you whom this applies?
thanks for taking a look at thiat. Id appreciate any feedback.