| 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. | |
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| Poster | : Anonymous | | Posts | : | | Country | : | | City | : |
| | | | 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... | |
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| Poster | : Duallity | | Posts | : 289 | | Country | : | | City | : |
| | | | 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..
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| Poster | : Anonymous | | Posts | : | | Country | : | | City | : |
| | | | 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?
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| Poster | : Anonymous | | Posts | : | | Country | : | | City | : |
| | | | 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 ;) | |
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| Poster | : Duallity | | Posts | : 289 | | Country | : | | City | : |
| | | | 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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