Gilles Tran wrote:
>
> I was wondering what was the best way to proceed :
> - creation of textures to be used as height fields
> - mesh generation
The problem with these two techniques is that they are both finite.
With the mesh, you could potentially use a higher resolution mesh near
the camera that fades out to a very low resolution towards the horizon.
> - isosurface (with a parameteric definition of the waves) in the Superpatch.
I think you could probably make an infinite (or at lease very big) ocean
surface which doesn't repeat using this technique.
> I tried the last two approaches and I went as far as creating a wave macro that
> makes a simple wavy surface mesh but I stopped there. The problems I have to
> solve are 1) the mesh /isosurface size and parsing and 2) how to introduce
> randomness in the waves. If you want the source it's available.
I'd love to see it. :-)
-Nathan
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