Jump to content
  • Advertisement

Archived

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

Austrian Coder

I have a little problem with render a terrain

This topic is 5936 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

Hi Gamedevelopers, i have found some infos about the Circles Algorithm and so i decided to code a terrain-System based on Circles Algorithm. Now i can generate the terrain and i can get from every Point (x/y) his height (z). Now my question, if anyone has an idea how to render this? I have tryed this: void CompileTerrain (void) { glNewList(1, GL_COMPILE); glBegin(GL_TRIANGLES); for (int x = 0; x < terrain.GetSize(); ++x) { for (int y = 0; y < terrain.GetSize (); y++) { float z = terrain.GetCell (x,y); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0, 0); glVertex3f(x-1.0f, y-1.0f, z-1.0f); glVertex3f(x, y, z); glVertex3f(x+1.0f, y+1.0f, z+1.0f); glEnd(); } } glEnd(); glEndList(); } but then when i render it (glCallList(1), it looks very strange. Thanks for all posts, Austrian Coder

Share this post


Link to post
Share on other sites
Advertisement
maybe, just maybe.. for your (for loops) try

for (int y = 0; y < terrain.GetSize() - 1; y++)
{
for (int x = 0; x < terrain.GetSize() - 1; x++)
{

that''s just how I do it, and i''m not sure if there there will be much of a difference.

and I''m pretty sure that GL_TRIANGLE_STRIP works better when you specify 4 Vertices (glVertex*).



------------------------------------------------------------
Email
Website

"If you try and don''t succeed, destroy all evidence that you tried."
------------------------------------------------------------

Share this post


Link to post
Share on other sites
By the looks of things you want to use GL_TRIANGLES instead of GL_TRIANGLE_STRIP.
No guarantees that will fix the problem(the vertices might be at fault), but it seems more correct from the code you've given.
And also, 'it looks very strange' is a bit vague.

Lastly, aren't you supposed to call glGenLists to get the list Id?
eg,
int id = glGenLists(1);
glNewList(id, GL_COMPILE);

I think that's correct.

[edited by - TheCray on April 18, 2002 5:32:07 PM]

Share this post


Link to post
Share on other sites

  • 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!