A place to discuss everything related to Newton Dynamics.
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by Dalon » Thu Apr 23, 2009 6:02 pm
Hi,
i tried NewtonCreateHeightFieldCollision and I really like it
But I don't like the use of unsigned short* because I loose some details =/ For example... I work with etm (2.3) and it saves the height-values using float (0.0 for the lowest value and 1.0 for the highest) and simply has a scale factor for the height.
Is there any way to keep the terrain details?
Last edited by
Dalon on Sun Apr 26, 2009 5:34 am, edited 1 time in total.
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Dalon
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by Aphex » Fri Apr 24, 2009 4:09 am
65 thousand discrete levels is probably enough for most landscapes... does yours cover a large height range?
Can you not just scale your float value by (2^16)-1 then add an offset?
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Aphex
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by Dalon » Fri Apr 24, 2009 4:59 pm
Possible heights are 0 - 1875 Ogreunits... But the details are a bit high... well just a difference of 0.1 units will be visible...
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Dalon
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by JernejL » Sat Apr 25, 2009 10:41 am
If you need more precision, you can stack several heightmaps on top of each other.
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JernejL
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by Dalon » Sat Apr 25, 2009 3:28 pm
Wouldn't that be a bit too... ehm complicated?
Edit: Solved it... I now just multiplicate the float values by 8 and set the y-scale value to 0.125 instead of 1.0
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Dalon
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by Leadwerks » Wed May 13, 2009 8:56 am
When working with a large set of data like this, you would each point to be stored in the fewest number of bytes possible. 8 bytes doesn't give you enough fidelity, but 2 bytes allows about 65,000 possible values. Mulitply your float values (assuming they are 0-1) by about 65,000 (8192*2*2*2, I forget the exact number) and you will have a short value.
I'm using terrain extensively, and the way Newton has it implemented is very smart.
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