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Topic: Terrain 256x256



  
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   Terrain 256x256
 Poster : Matty
 Posts: 1
 Country : Ukraine
 City: Kharkov

  
Posted by Matty on 14/08/2008 at 17:54:14
How to create mesh?? _numFaces and _numVertices larger than range of Int32.
 Poster : Anonymous
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Posted by Anonymous on 04/02/2010 at 10:05:15
push!

its not my thread but I have the same problem (again ; ) ).
Iīve created a working mesh for images with less than 2^16-1 pixel. So 256*256 is the biggest mesh you could create?

I read in the .NET Doc something like ...

"numFaces
Type: System..::.Int32
Number of faces for the mesh. The valid range is greater than 0 and one less than the maximum because the last index is reserved. The maximum is typically 65534."

So is it possible to stretch an 256*256 mesh over larger images or how are things done? dividing the image into zones? etc?

google didnīt give me any solution...
 Poster : Duallity
 Posts: 289
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Posted by Duallity on 04/02/2010 at 15:48:25
Hi,

yes you're right you can't create a "terrain-mesh" greater than 256*256 as it eccedes the maximun number of vertices that can be drawn with one draw call (might be a work around, but that's the usual).
You can either strech the vertices, which would give you a larger terrain but reducing detail, or draw multiple meshes.
Anyway, are you sure you want to handle the terrain as a mesh? I tryed this once (came with JigLibX) but I didn't see any advantages. But there sure are disadvantages. Gettin data from the terrain will be more difficult, it's complicated to split the terrain for things like frustum culling..
 Poster : Anonymous
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Posted by Anonymous on 05/02/2010 at 02:44:45
Duality - thanks again (I am the same guy who had the z buffer problem ;) )

You mentioned that mesh terrains arenīt the best solution to do this? Iīm new to D3d and its my first project, so I dont know the "keywords" to look for.

Without a mesh on my heightmap "direct" lightning has no effect (as it should be, I suppose).  But to get the reflecting light I need these normals on the terrain.
So could you drop a useful keyword for me? Maybe there is a solution to calculate the normals on every triangle without a mesh?
 Poster : Anonymous
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Posted by Anonymous on 05/02/2010 at 02:53:37
To add some information to my project:

its not a game etc... its something like a "direct 3d plot" from a measured image. So I really dont need any important information from this terrain later for collision-detection, etc. Just rotating, colormapping, ...

So this tutorial is perfect for me except the lightning issue ;)
 Poster : Duallity
 Posts: 289
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Posted by Duallity on 05/02/2010 at 04:13:05
Ah, so you're using DX, I just saw the tutorial for that includes using a mesh for the terrain.
If you take a look at the XNA Series 1 you'll see how you can draw the terrain without creating a mesh out of it.
Unfortunately I don't have any code samples for DX but as you only need Normals and a shader that adjusts the color according to the normals (again take a look at the XNA series if you don't know what I'm takling about ;) you should be able to find many samples on the internet.
But be aware that as you terrain grows you will need more complex techniques to keep your performance up.

  
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