| Poster | : vijay | | Posts | : 60 | | Country | : India | | City | : Trichy |
| | | | Posted by vijay on 03/07/2008 at 03:43:10
| | Hi Riemer,
Thank u very much for ur tutorials..
In this chapter can u explain me what does normx vector do...
Vector3 normX = new Vector3((terrainVertices[x - 1 + y * WIDTH].Position.Z - terrainVertices[x + 1 + y * WIDTH].Position.Z) / 2, 0, 1);
Vector3 normY = new Vector3(0, (terrainVertices[x + (y - 1) * WIDTH].Position.Z - terrainVertices[x + (y + 1) * WIDTH].Position.Z) / 2, 1); | |
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| Poster | : Archenon | | Posts | : 397 | | Country | : Romania | | City | : Oradea |
| | | | Posted by Archenon on 03/07/2008 at 04:55:00
| | I think here you calculate the average normal vector for the vertex.
The vertexes which is on the edge should have its normal vector the average normal vector of the triangles. | |
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| Poster | : vijay | | Posts | : 60 | | Country | : India | | City | : Trichy |
| | | | Posted by vijay on 03/07/2008 at 06:15:03
| | Thank u for ur reply,
Initially they r in what position why we are calculating the normal vector...
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| Poster | : riemer | | Posts | : 1388 | | Country | : Belgium | | City | : Antwerp |
| | | | Posted by riemer on 03/07/2008 at 13:26:09
| | They indicate the 'steepness' at that position, as they're the first derivative of the height at that position.
However, you should use the CalculateNormals method of series 1 instead. In a few days, I will put the updates Series 4 online. | |
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| Poster | : ieldanth | | Posts | : 13 | | Country | : US | | City | : Lebanon |
| | | | Posted by ieldanth on 08/07/2008 at 00:59:50
| | Steepness is useful for multitexturing on terrains amongst other things.
Just blending over to a sort of cubemap version of the rock texture based on the steepness of the terrain helps keep the terrain from looking like a stretched skin. It's an old technique adapted from landscape generating programs like Terragen. | |
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| Poster | : m_Maky | | Posts | : 67 | | Country | : france | | City | : Nice |
| | | | Posted by m_Maky on 08/07/2008 at 03:22:52
| | | can you post a screenshot of this? it sounds intresting! | |
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| Poster | : ieldanth | | Posts | : 13 | | Country | : US | | City | : Lebanon |
| | | | Posted by ieldanth on 08/07/2008 at 17:15:37
| | Sure! I'm a beginner at this so the code would need a massive tweak overhaul. Getting about 30fps.
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| Poster | : Quasar | | Posts | : 121 | | Country | : Australia | | City | : Brisbane |
| | | | Posted by Quasar on 08/07/2008 at 19:04:39
| | I was already planning on applying a cliff texture to steep slopes, but the idea of using a cubemap to prevent the texture being stretched never occured to me. I'll have to have a look into it...
If it works I owe you a beer, ieldanth. | |
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