Original Post
hi!
I'm currently calculation the indices for my geomipmap terrain this way: (per patch)
void CPatch::BuildIndices(int lod)
{
int index= 0;
int rX, rZ;
for(int z=0; z < mTerrain->mPatchsize-1; z+= mIncrement[lod])
{
for(int x=0; x < mTerrain->mPatchsize; x+= mIncrement[lod])
{
rX= (mPatchX*(mTerrain->mPatchsize-1)) + x;
rZ= (mPatchZ*(mTerrain->mPatchsize-1)) + z;
mIndices[lod][index + 0] = (rZ*mTerrain->mMapsize) + rX;
mIndices[lod][index + 1] = ((rZ + mIncrement[lod])*mTerrain->mMapsize) + rX;
index += 2;
}
}
}
however, now i want to get rid of those cracks. i heard of a technique where, because of calculating the right order of indices there won't be cracks.
have you any idea how this works?!
PS: how are these code tags working? [ C O D E ] ... [ / C O D E ]doesn't work?! does it?
[edited by - guts on January 22, 2004 11:52:10 AM]