[ODE] RE: Cone and Terrain

John Miles jmiles at pop.net
Tue Mar 9 11:01:51 MST 2004


As I pointed out in an offline reply just now, I already use a banking
system with my existing TriMesh terrain, and rather than use transform geoms
(which I don't care for much), I just construct the patches on the fly with
the necessary world coordinates, and destroy them when they're out of the
PVS cache.  If you're loading the patches dynamically, why not just apply
any necessary translation when you construct the terrain geom?

I generally use the transform geoms only for objects that need to be
transformed after creation, like CCylinders.  Now that Benoit has added a
Y-up version, that won't be an issue for most people.

-- jm

> Benoit,
>
> I would agree with the previous poster about the need for Geom
> position and
> orientation support. I'm current working on a simulation and we
> plan in the
> future to start using very large terrains at high
> resolution(hopefully 1cm or
> better) for multiple km traverses and to do this feasible we have
> decided to
> load our terrain as patches dynamically as needed.
>
> The current terrain object is wonderfully easy to use, but would benefit
> greatly from being able to be translated and rotated and what
> not. Otherwise
> I'm going to be forced to use triangle meshes, which just don't
> seem as quick
> and certainly aren't as memory efficient.
>
> And while this is certainly my problem, not yours. This is a good
> example of
> why using more than one terrain, and being able to move them is useful.
>
> Eric Buchanan
>



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