Heights Map - Quads/Right to Left vice versa
Currently I am using a triangle list to render the terrain.
Almost all the tutorials I am reading teach a method of loading the terrain so you can use quads.
Do I want to use quads??
Next.
People keep telling me to run through each row Like right to left and then the next column left to right.
Why and is this how it has to be done? What for?
All I do for storing the vertices is run y 0 to mapsize and x 0 to mapsize.
Re: Heights Map - Quads/Right to Left vice versa
Quote:
Originally posted by Halsafar
Currently I am using a triangle list to render the terrain.
Almost all the tutorials I am reading teach a method of loading the terrain so you can use quads.
Do I want to use quads??
Reading OpenGL tutorials are we? Well, if I am not wrong I think that quads are have more or less the same speed as triangels. I think the drivers are doing the quad to triangle transelation for you or something like that.
Quote:
Originally posted by Halsafar
Next.
People keep telling me to run through each row Like right to left and then the next column left to right.
Why and is this how it has to be done? What for?
If you don't then the first triangle/quad on the next line will use the last or few last vertices from the triangle on the other side, and you will stretch that one from one side of your terain to the other one. You can end the drawing after you have gone from one side to the other, and then start again on the other side again. Like you are doing in open gl with glBegin() and glEnd pair.