I've created a terrain mesh with the same size triangles. I store cell data for every 2 triangles. I have 60 vertices per row and 60 vertices per column. When creating the vertices I store every 6 vertices in a collection as a cell for collision detection later. The problem with this is that it creates 10 cells per row and not 60.
60 vertices / 6 = 10 cells. I should have 60 cells.
Since each cell shares vertices from another, how can I calculate this? How can I determine which vertices to re-use when creating the next cell?
I know this should be pretty easy but I'm stumped...
[DX] Simple Cell Data From Vertex Data
Started by DJTN, Feb 25 2012 04:56 PM
1 reply to this topic
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Posted 26 February 2012 - 09:40 AM
Wow, I feel stupid. Last night, right before I fell asleep it came to me. I don't need to store the cells, I can recreate the two triangles from the vertex data and test for collision using a point to triangle method and the current world position of the object I'm testing.


















