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Author Topic:   Variance, Distance from Camera
Effin Goose
Member
posted February 03, 2000 08:08 PM            
Hi,

In my Roam/Treadmarks like terrain engine, I modify the variance based on the distance of the triangle to the camera. To get the distance to the triangle I get the closest point of the triangle to the camera and use the distance of that. However to get the closest point i needed to find the closest distance which is a formula requiring a square root. Since I'm sure this is an unnecessary evil, i was wondering how others calculated the distance to the triangle.

Thanks for your time

Ryan

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I dont like it, and Im sorry I ever had anything to do with it
- Schrodinger

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Cthulhu
Member
posted February 04, 2000 05:38 AM            
Whenever you split a triangle, you always split a diamond formed by two opposite triangles. I use distance to the center vertex of the diamond, the one that is added to mesh when splitting the diamond.

Note that [variance/distance > threshold] is same as [variance^2/distance^2 > threshold^2]. This eliminates square root.

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Effin Goose
Member
posted February 05, 2000 10:15 PM            
G'day

Thanks for your help. I never thought of the distance thing that way (though i should of

Ryan

------------------

I dont like it, and Im sorry I ever had anything to do with it
- Schrodinger

IP: