Can anyone point me into good direction how to resolve this?
I have flat mesh made from many quads (size 1x1 each) each split into 2 triangles. (made procedural)
What i want to achieve is : "merge" small quads into bigger ones (show on picture 01), English is not my mother language and my search got no result... maybe i just form question wrong.
i have array where i store "map" information, for now i'm looking for blobs of same value in it -> and then for each position i create 1 quad. and on end create mesh from all.
is there any good algorithm for creating mesh between random points on same plane? less triangles better. Or "de-tesselate" this to bigger/less triangles/quads?
Also i would like to find "edges" and create "faces" between edge points (picture 02 shows what i want to achieve).
No need for whole code, just if someone can point me in good direction would be nice.
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I am working on a project where I'm trying to use Forward Plus Rendering on point lights. I have a simple reflective scene with many point lights moving around it. I am using effects file (.fx) to keep my shaders in one place. I am having a problem with Compute Shader code. I cannot get it to work properly and calculate the tiles and lighting properly.
Is there anyone that is wishing to help me set up my compute shader?
Thank you in advance for any replies and interest!
I have a procedurally generated tiled landscape, and want to apply 'regional' information to the tiles at runtime; so Forests, Roads - pretty much anything that could be defined as a 'region'. Up until now I've done this by creating a mesh defining the 'region' on the CPU and interrogating that mesh during the landscape tile generation; I then add regional information to the landscape tile via a series of Vertex boolean properties. For each landscape tile vertex I do a ray-mesh intersect into the 'region' mesh and get some value from that mesh.
For example my landscape vertex could be;
I would then have a region mesh defining a forest, another defining rivers etc. When generating my landscape veretexes I do an intersect check on the various 'region' meshes to see what kind of landscape that vertex falls within.
My ray-mesh intersect code isn't particularly fast, and there may be many 'region' meshes to interrogate, and I want to see if I can move this work onto the GPU, so that when I create a set of tile vertexes I can call a compute/other shader and pass the region mesh to it, and interrogate that mesh inside the shader. The output would be a buffer where all the landscape vertex boolean values have been filled in.
The way I see this being done is to pass in two RWStucturedBuffer to a compute shader, one containing the landscape vertexes, and the other containing some definition of the region mesh, (possibly the region might consist of two buffers containing a set of positions and indexes). The compute shader would do a ray-mesh intersect check on each landscape vertex and would set the boolean flags on a corresponding output buffer.
In theory this is a parallelisable operation (no one landscape vertex relies on another for its values) but I've not seen any examples of a ray-mesh intersect being done in a compute shader; so I'm wondering if my approach is wrong, and the reason I've not seen any examples, is because no-one does it that way. If anyone can comment on;
Is this a really bad idea ?
If no-one does it that way, does everyone use a Texture to define this kind of 'region' information ?
If so - given I've only got a small number of possible types of region, what Texture Format would be appropriate, as 32bits seems really wasteful.
Is there a common other approach to adding information to a basic height-mapped tile system that would perform well for runtime generated tiles ?