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# determining height infomation of a terrain

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Hi all, Recently my friend build a terrain in 3DS and I loaded it into an OGL application. Loading is easy but the problem is that I also need to determine the height information of a given position so I can place object on the terrain. The first idea I came up was to simply use the height value of each vertex. However, the problem is that vertices does not exist everywhere. i.e say I have an Triangle plane specified by 3 vertices (-10.0f, -5.0f, 1.0f), (5.0f,5.0f,2.0f), (10.0f, -5.0f,3.0f) now if I want to place an object on (-10.0f, -5.0f) I can easilly tell the base of the object should be placed at z=1.0f but what if I want to place the object at (2.0f, 2.0f)? maybe this can be done by interpolating those values but the terrain is quite complex and I think there must be an easier way to do this. What do you guys usually do to solve this problem?

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Well, for a start we don''t often make terrain meshes in 3ds max. It''s very difficult to scale down detail for distant terrain that way; a technique like geomipmapping is more common, where a 2D bitmap (a picture, basically) is used to generate height information.

Interpolation is unavoidable, though.

Superpig
- saving pigs from untimely fates, and when he''s not doing that, runs The Binary Refinery.

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