[ODE] Heightfield Origin Change
Jean de Largentaye
jean at largentaye.org
Fri Jul 28 00:41:56 MST 2006
I haven't used Dave's heightfields yet, but I noted that an important
aspect is that the heightfield is "full" under it. (unlike the
trimesh, which is thin). Wouldn't that interfere with using the
heightfield as anything other than terrain?
I must've missed something.
On 7/27/06, Jason Perkins <starkos at gmail.com> wrote:
> On 7/27/06, Justin Couch <justin at vlc.com.au> wrote:
> > One thing to note is that conventionally heightfields all start at the
> > corner. Of the dozen or so different file formats that I can think of
> > off the top of my head, none of them start with the origin in the
> > center. They all use a corner as it is far more natural to describe them
> > that way as corner then grid from there. Describing from a "center"
> > position means the center may or may not line up with the grid depending
> > on whether there is odd or even number of rows or columns.
> As another data point to this discussion: the heightfield primitive
> has uses beyond simple +Y-up terrain. Because they can be freely
> rotated and positoned you can glue two, four, or six of them together
> to to make a cave or planetoid. Or they could be used for complex
> character shapes in place of a moving trimesh. In these kinds of
> situations IMHO it is easier to have the origin at the center.
> I plan on using heightfields as an approximation for more detailed
> triangle meshes, and possibly also for some moving objects. Having the
> origin at the center means that it can share an origin with my body
> and rendering objects.
> Just my $0.02,
> ODE mailing list
> ODE at q12.org
More information about the ODE