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In the Terrain examples I've found, the Heightmap/Detail Resolutions are usually 513/512 or 1025/1024. Is there some reason they're not both regular multiples of eight, and is there any relationship between these two values that I should think about for performance or memory concerns?
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Terrain heightmaps need to be power of two plus one, because they construct a mesh, which is made out of quads (two triangles), and the heights are the values at the vertices. For example, a 3x3 heightmap:
No resolution has any relationship to any other resolution, other than if you use a really high heightmap res and a really low detail res, it will probably look bad. The larger the values, the more memory is used. Thank you for the detailed explanation!
Jan 14 '11 at 04:21 AM
John 24
Hi Eric. I was wondering if you could elaborate on why a heightmap's resolution MUST be a power of 2 plus 1. Is it because the resolution of the mesh that is constructed from the heightmap is defined in terms of the number of "squares" (ie, 4 squares as pictured in your post above), and if so, that resolution must be a power of 2?
Dec 02 '12 at 03:02 AM
yohosuff
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I think you mean powers of 2...