lil confused
Naman Gupta <[email protected]>
| Newsgroups | gmane.comp.graphics.crystalspace.devel |
|---|---|
| Message-ID | <CAJ4hSG1RGpUq1eXFdXJVK3RRNRAWLMKYKF4kD3BO2481O9yQLw@mail.gmail.com> |
Hey Guys,
i'm trying to a mesh for ocean that has 2x vertices at boundaries. i'm
lil confused with tris.
Here is where the vertices and tris are setup.
gran = 0.1f; // this actually sets the no of vertices/tris in a mesh (or
LOD). 0.1f is set for testing. it'll produce a square mesh with 9
vertices(3x3) and 8 tris .
uint maxjd = (uint) (len * gran);
uint maxj = maxjd + 1;
uint maxid = (uint) (wid * gran);
uint maxi = maxid + 1;
for(uint j = 0; j < maxj ; ++j)
{
for(uint i = 0; i < maxi ; ++i)
{
verts.Push(csVector3 ((i * wid / maxid), oHeight, (j * len /
maxjd)));
norms.Push(csVector3 (0, 1, 0));
cols.Push(csColor (0.17f,0.27f,0.26f));
texs.Push(csVector2((i * wid / maxid) / 1.5, (j * len / maxjd) /
1.5));
}
}
for(uint j = 0; j < maxjd; ++j)
{
for(uint i = 0; i < maxid; ++i)
{
tris.Push(csTriangle ((int)(j * maxi + i),
(int)((j + 1) * maxi + i),
(int)(j * maxi + i + 1)));
tris.Push(csTriangle ((int)(j * maxi + i + 1),
(int)((j + 1) * maxi + i),
(int)((j + 1) * maxi + i + 1)));
// debug code
csPrintf("\nFirst tri x= %d y=%d z=%d\nSecond tri x= %d y=%d z=%d",
(int)(j * maxi + i),
(int)((j + 1) * maxi + i),
(int)(j * maxi + i + 1),
(int)(j * maxi + i + 1),
(int)((j + 1) * maxi + i),
(int)((j + 1) * maxi + i + 1) );
// debug code
}
}
after executing, debug code results ( for one oceancell)
First tri x=0 y=3 z=1
Second tri x=1 y=3 z=4
First tri x=1 y=4 z=2
Second tri x=2 y=4 z=5
First tri x=3 y=6 z=4
Second tri x=4 y=6 z=7
First tri x=4 y=7 z=5
Second tri x=5 y=7 z=8
i can't figure out how these tris are working. they are not xyz for sure.
-Naman
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