Terrain Picking Optimization
Hi,
I have a vertex texture based terrain, meaning I'm using a heightmap texture in the shader.
For terrain picking I'm using traditional approach, with quadtree aabb ray intersection, then in the leafnode triangle ray intersection. I was wondering if there is a better method for terrain picking that works with vertex texture based terrain without intersection tests?
Thanks
The way I've always done is to read back the value under the cursor from the depth-buffer and convert it to a world-position. If i need to perform any ray casting for object selection etc, then it's really simple to do using this approach.
Thanks
Well, the depth buffer method is explaned in this paper -> Click
And it is mentioned that there are some drawbacks. Do you have this issue with overlapping geometry?
Also, I'm using DirectX and want to do this API independent.
I thought there might be a simple method, that uses terrain heightmap directly to get the picking position.
Well, the depth buffer method is explaned in this paper -> Click
And it is mentioned that there are some drawbacks. Do you have this issue with overlapping geometry?
Also, I'm using DirectX and want to do this API independent.
I thought there might be a simple method, that uses terrain heightmap directly to get the picking position.
This topic is closed to new replies.
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