Hi(gh)!
To get rid of pixel artifacts when rendering Earth surface reliefs
(mesh2 objects, not heightfields!) from topographic data, I tried smooth
triangles... but as Melody's normal vector generator run abysmally slow
(200 days for just one 3601 by 3601 data points tile!), I'm looking for
a good introduction into smooth triangle normal calculation (the
official 3.7 tutorials says nothing about it) - or at least a tool which
does the math for me!
See you in Khyberspace!
Yadgar
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