Multiple terrain meshes
Posted: Fri Jun 18, 2004 2:39 am
Im kinda trying do work with a repeating seamless world (like Morrowind) for which I'm trying to do the following: create a huge height map (the entire world), chop it into 32x32 bmp or jpg chunks, and let the program load it in chunks of 3x3 at a time.
The problem I get is: when I chop the height map, I get differing altitudes in several parts of the terrain meshes, which I think is because when the terrain mesh is created, some of the triangles that would have been created to join the two pieces of the map together are not made, and therefore leave that height difference.
A solution for this problem, so far, is to clip a lil part of the next sector into the one before it, however, that leaves me with the problem of overlapping meshes, which makes parts of the map look REALLY bad.
Can anyone else think of any solutions to this problem (or setting visibility of a layer of the overlapping meshes?)
Solution: (For me) Create a geometry creator, which simply inverts the faces of the last row and column of the terrain mesh. That way I still get the right triangles, and the ones that overlap with the next mesh face the other way, eliminating Z-Fighting. One problem though: when I move around the zone that used to have z fighting, sometimes i get stuck(as in I cant move at all) to the ground.
The problem I get is: when I chop the height map, I get differing altitudes in several parts of the terrain meshes, which I think is because when the terrain mesh is created, some of the triangles that would have been created to join the two pieces of the map together are not made, and therefore leave that height difference.
A solution for this problem, so far, is to clip a lil part of the next sector into the one before it, however, that leaves me with the problem of overlapping meshes, which makes parts of the map look REALLY bad.
Can anyone else think of any solutions to this problem (or setting visibility of a layer of the overlapping meshes?)
Solution: (For me) Create a geometry creator, which simply inverts the faces of the last row and column of the terrain mesh. That way I still get the right triangles, and the ones that overlap with the next mesh face the other way, eliminating Z-Fighting. One problem though: when I move around the zone that used to have z fighting, sometimes i get stuck(as in I cant move at all) to the ground.