> If ideal solution could be easy it would be done probably.
That's what I was afraid of.
> b) aproximation - slow parse and fast render - store vertices of mesh in
> array, displace in loop, create final mesh
Sounds like a lot of work. I might as well just write a displacement shader
and use povman (hey that's not such a bad idea--maybe I'll try that).
Although writing a displacement shader might not be kiddie play either. And
maybe displacement shaders don't work in povman (never used povman).
> All this tesselation stuff p.u.p, mesh manipulation things are small steps
in
> a way towards displacement maping.
I look forward to seeing how it all turns out.
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