Game Development Reference
In-Depth Information
10.5 An Example
I do not own the art content for the actual game, so the example shown here is from
the Wild Magic sample graphics application for drawing a large terrain [Eberly 10].
The height field is a 8-bit grayscale bitmapped image rather than a 16-bit TIFF
image, but this is irrelevant for the illustration of the concepts. The terrain texture
was not designed as a world environment to have roads for racing, but again this
isirrelevantforthisexample.Bothtexturesare1024
1024images,shownin
Figure10.5 , buttheterraintextureisdisplayedasagrayscaleimage.SeeColor
Plate V for a larger color version.
×
(a) The original height-field.
(b) The original height-field in wireframe.
(c) The decimated height-field.
(d) The decimated height-field in wireframe.
Figure 10.7. The final results for comparison. (See Color Plates VI and VII.)
 
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