Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Guest Anonymous Poster

voxels - HELP rendering a height field

This topic is 6914 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Guest Anonymous Poster
I have been trying to delveop an algorithm that would be the basis of a voxel-type engine (a.k.a. using a height field). My current strategy is to use a base n-gon and then extend lines from the base n-gon to the heights specified in the height field map. I had hoped to simply take the normal of the base n-gon and then for each point in the n-gon use the formula P=Po + k*normal, (where k = height) to determine the far points in R3 space. My question has to do with perspective projection. Can anyone think of a way that I can perspective project just the base n-gon and then be able to find the far points. What I DON'T want to do is calculate every point across the entire heighfield and then have to perspective project each point. I want to avoid the divide involved in the perspective projection.
I hope this question makes some assemblence of sense as it was more difficult to explain than I had hoped.

-PsyOps

Share this post


Link to post
Share on other sites
Advertisement

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!