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GL Game Programming heightmaps...

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Hi, In "OpenGL Game Programming", theres this example: "The Textured Heightfield Terrain Example", and in the introduction is said that "there are quite a few methods out there that could be used to make this example work much faster or to even look better". What are these methods? Thanks

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Check out the height map tutorials here and the octree tutorials here. With detail texturing you can make your terrain look nicer, and an octree will help make it run faster. Geo MipMapping is a (now) common form of LOD (level of detail) which will also help to reduce the number of polygons you draw, therefore making it draw faster... although it is pretty advanced. Splatting is a neat way of texturing a terrain, which you may want to look at once you''ve master multitexturing and detail textures... again, fairly advanced. Hope that helps a bit. Good luck.

--Buzzy

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nice...!

just another thing: why is the .raw file the most used to represent heightmaps?

thanks again

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Raw files are used because they are an incredibly simple file format. They have no header, and (generally) only one ''color'' component per unit (be it pixel or vertex on a grid). This means its very small and easy to load, and there''s no compression to worry about. But you have to know the dimensions of the file when you compile, not at runtime. So you do have to set up the grid of triangles on your own, as the file only provides the height values, and no info about dimensions.

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