Path: chuka.playstation.co.uk!news From: "Craig Graham" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: 3D Uneven Terrain Date: 26 Jul 1998 22:16:14 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 52 Message-ID: <01bdb8e2$afff3660$d5e4b8c3@Angela1.intelligent-group.com> References: <6otsjq$cv91@scea> <35B328FC.E0B64296@hinge.mistral.co.uk> <6pg28c$3ue1@chuka.playstation.co.uk> NNTP-Posting-Host: d3-s48-213-telehouse.mistral.co.uk X-Newsreader: Microsoft Internet News 4.70.1155 D Smethurst wrote in article <6pg28c$3ue1@chuka.playstation.co.uk>... > Anyway , I've done a similar project under DOS/professional PSX Dev kit. > I used an array of int's to give a landscape height at a certain point on > the map. > The co-ords for the polygons were then generated from this with a tile size > of 32x32 so that the x & z components were generated so that each tile That puts a limit on the amount of detail you can put in the map, using the other method allows you to vary detail in the height map relative to the display, and allows larger maps as a poly can be bigger than your single cell (and doesn't have the restrictive square basic). > was aligned with the one next to it. The height (y) component was generated > for each of the 4 tile points by taking the 3 neighboring values and finding > the heighest point. > i.e. > > 3 4 4 > 3 2 2 > 2 1 1 > > Given this general array above when you generate the 4 corner y values > you get > 4 4 > 3 2 > > Then these are also applied a height factor (I think I used 16 !) to give > it's relative > display position. That's how I did a map visualisation program on the Dragon32 & BBC Micro (for my GCSE project 10 years ago). > I am working on a 3Dfx (Glide) version atm ... and a D3D version some time > in the future when I get to it. D3D is a bitch. But results are quite nice (watch out for the differances between DX5 & DX6 - some are quite subtle, no crashes but displays change, sort orders change, texture configs carry over into lines, etc). Craig.