# [emergency!!] Question about LOD Terrain using triangle strip

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Hi, there. I am studying and implementing LOD terrain. I am referencing the paper written by Peter Lindstrom. (Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization ) The terrain system produce triangle strip. Given x, z, I don't know how to derive height(y) information. The triangle strip is just winding around LOD terrain. Is there anyone who has ever used terrain system resulting triangle strip? Do you give me a hint to easily get height from the terrain using triangle strip. Please help me out. Deadline is coming... Here is the link to the paper http://www.cc.gatech.edu/~lindstro/papers/tvcg2002/ [Edited by - namwkim on November 27, 2008 1:12:22 AM]

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Getting the height has nothing to do with using triangle-strips. The strips is just an other way to render a set of triangles. The height is normaly taken from a heightmap(image, x,z = s,t coords, grayscale = height) independent from the rendering style.

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Ashaman

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Let me clarify my question. I was mentioning LOD terrain using Triangle strip

Assume we have object standing at (x,z). we want to get height from terrain.
(x,y) is located within a triangle (v1, v2, v3). Using nearest neighbor approach, we would get the height of the v1. However, this triangle does not exist at the current refinement level. Using the incorrect height information, the object might be standing above the terrain. How can I resolve this without any grid-style info of the coarse mesh, but winding triangle strip...

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You can throw a ray (with source as camera position and direction (0,-1,0)) and test triangle intersection.

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