Heightfield vs. mesh was RE: AC2 was RE: [MUD-Dev] Total Annilation of Downtime
Ted L. Chen
tedlchen at yahoo.com
Tue Dec 17 00:31:38 CET 2002
Damion Schubert
> From: Ted L. Chen
>> Microsoft Flight Simulator =) Digital Elevation Maps + flattened
>> DEM zones for cities/airports.
> Tribes is the most obvious example. The bases really look like
> they just jut out of the landscape in very unarchitecturally
> satisfying ways.
> On UO2, we experimented with merging the two to some degree. If
> anyone saw the second movie, the tree city is made half out of
> heightfields, and half out of polys. It looked perfectly seamless
> and absolutely breathtaking, but the time it took to make the area
> pretty much made it impossible to use in most situations.
Just out of curiosity, what is the resolution of the heightfield you
were using for that tree blending? It might be the flight simulator
side of me showing, but in my mind, heightfields are still at
minimum a 10m resolution. :)
TLC
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list