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Fixing triangle strip output

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Im working on a height map render using draw arrays and triangle strips. Im starting out just by making all the output work by brute force (no geoMipmapping or culling yet), but I cant seem to get the triangle strips quite right. I always end up with a long triange from one edge to the other per each colum (or row depending how you look at it) here is the code that renders the vertices
int index = 0;
for(int w=0; w<(width-1); w++){
    for(int h=0; h<(height-1); h++){
        if(w==0){
            mapData[index] = w - (width/2.0f);
            mapData[index+1] = (buffer[int(w+(h*width))]/255.0f)*50.0f;
            mapData[index+2] = h - (height/2.0f);
                
            mapData[index+3] = (w+1) - (width/2.0f);
            mapData[index+4] = (buffer[int((w+1)+(h*width))]/255.0f)*50.0f;
            mapData[index+5] = h - (height/2.0f);
                
            index+=6;
        }
            
        mapData[index] = (w+1) - (width/2.0f);
        mapData[index+1] = (buffer[int((w+1)+((h+1)*width))]/255.0f)*50.0f;
        mapData[index+2] = (h+1) - (height/2.0f);

        mapData[index+3] = w - (width/2.0f);
        mapData[index+4] = (buffer[int(w+((h+1)*width))]/255.0f)*50.0f;
        mapData[index+5] = (h+1) - (height/2.0f);
                
        index+=6;
    }
}


and here is the code that outputs the terrain
for(int i=0; i<(height-1); i++){
    glDrawArrays(GL_TRIANGLE_STRIP, ((2*height)+2)*i, (2*height)+2);
}
(yeah, I know the codes awful, but its only temporary untill I move on to better rendering techniques) Would anyone be so kind as to point out what I need to change in order to remove the extra triangles? Screen Shot

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oh yes, I'd forgotten about that thread.

eh... I suppose it would be best to just go back to regular triangles.

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