Bumpmapping and triangle collision
Hi
I`m only wondering if I can perform per triangle collision testing on a bump-mapped sphere(don`t consider the performance issue) ?
Thanks, Fredrik
Yeah, sure. Tesselate the sphere enough to add the bumps as a geometry displacement, displace the right bits by the right amount, and you end up with a general mesh of triangles.
You may want to scale a sphere so that it totally encloses the old sphere + bumps, and use that as a higher level collision geometry.
Actually, if you look into normal mapping and parallax mapping a faster / procedural solution may suggest itself, saving you tesselating the sphere.
You may want to scale a sphere so that it totally encloses the old sphere + bumps, and use that as a higher level collision geometry.
Actually, if you look into normal mapping and parallax mapping a faster / procedural solution may suggest itself, saving you tesselating the sphere.
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