It looks like cosmic disarray can only keep a person down for so long. After fighting with DirectX all weekend starting on Friday, I've finally got a working Direct3D engine with natural-looking, smooth terrain. As you can see from the image below, there is no longer an issue with random triangle patterns and terraced terrain stepping. It's just smooth, buttery goodness. =)
I've also modified the engine to use pre-processed meshes in a custom format. This allows us to directly load in the verticies and indicies without any real processing on the part of the client. This is good since there is about a 30-60 seconds pause due to terrain processing on my 3GHz Phenom II to get a nice, natural mesh from a simple heightmap. Now that we're in pre-processing land, it only takes a couple of seconds to load up the terrain.
More on this in the future, providing it retains my interest now that I've solved the main technical challenge.
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