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On 06/12/13 16:44, clipka wrote:
[...]
> One thing you might do is first render the non-smoothed mesh in an
> orthographic scene with a gradient pattern applied, giving you a height
> map image; you can then feed that image into a smoothed height field.
I'm modelling entire planets, which are unfortunately round, so the
heightfield primitive isn't much use to me. I've previously been using
isosurfaces but they're just too horrifically painfully slow,
particularly if I want to avoid render artifacts. Going for a polygon
mesh is a new improved system to try and avoid all that.
One day someone's going to come up with a way of storing efficient,
interpolatable spherical heightmap data without the distortion involved
in forcing it into a 2D matrix...
--
┌─── dg@cowlark.com ─────
http://www.cowlark.com ─────
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│ language in which it is the least bit hard to write bad programs." ---
│ Flon's Axiom
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