tag
#procedural-mesh
2 items (2 fixes)
fixes
✓ 26.07.15a
"Decimated heightfield cliffs render as sawtooth teeth — snap the above-gap cluster"
A decimated heightfield mesher renders carved cliffs as alternating sawtooth teeth; consistent diagonals and majority-vote corner snapping don't fix the crest. Sort the four corner samples, find the largest gap, and average only the cluster above it.
procedural-meshterrain
✓ 26.07.15a
"Derive procedural character geometry from the collision surface, not the render mesh"
A voxel/heightfield world usually carries two surfaces: a fine render mesh and a coarser collision heightfield. Procedural character-facing geometry (climb grips, standoff nodes) must be sampled from the collision surface, or it floats off the real face the character actually touches.
procedural-meshterrain