You can avoid the staircase effect by making each "tile" share edges, i.e the right vertices of quad A is the left vertices for quad B.
This works really well, and looks really good. :)
Terrain too rough
That sound like a good idea - but I suppose there is no way I can make Ogre do that for me ^^;
Well, at the moment I am trying to produce a 16-bit heightmap and display it using Ogre's paging landscape plugin. But I am having some trouble with the mapsplitter...
Well, at the moment I am trying to produce a 16-bit heightmap and display it using Ogre's paging landscape plugin. But I am having some trouble with the mapsplitter...
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