[ODE] RE: Cone and Terrain
John Miles
jmiles at pop.net
Tue Mar 9 11:08:29 MST 2004
Doh! You guys are right; I see what you're saying. The terrain geom's
input data set is a height map with only Y/Z values.
I would address this by adding X/Y (or X/Z) origin parameters to the
dCreateTerrain functions, rather than supporting transform geoms.
-- jm
> -----Original Message-----
> From: John Miles [mailto:jmiles at pop.net]
> Sent: Tuesday, March 09, 2004 11:02 AM
> To: Eric Buchanan; ode at q12.org
> Subject: RE: [ODE] RE: Cone and Terrain
>
>
> 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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