jerome Posted May 8, 2016 Share Posted May 8, 2016 another simple fast way CPU side (the simplest actually) : if your edge is one of the ground widths : the first subdivisions+1 vertices are on the edge. So, for the whole mesh the first sub+1 and last sub+1 are the edges. if your edges are the sides of the ground (the heights) : left side : all the vertices with an index stride of sub+1 :0, sub+1, 2 * (sub+1), ..., (sub+1) * (sub+1) right side : the same but starting at index sub : sub, 2*sub+1, 2*(sub+1)+sub, ..., (sub+1)*(sub+1)+sub if i''m not wrong Dal 1 Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted May 8, 2016 Share Posted May 8, 2016 16 hours ago, Dal said: I like your approach doing it on the GPU. If it works that will be the fastest way for sure. http://www.babylonjs-playground.com/#1X1MV3#13 http://www.babylonjs-playground.com/#1X1MV3#15 step 1 : LOD Simulation : Done eboo and Boz 2 Quote Link to comment Share on other sites More sharing options...
Dal Posted May 8, 2016 Author Share Posted May 8, 2016 9 hours ago, NasimiAsl said: http://www.babylonjs-playground.com/#1X1MV3#13 http://www.babylonjs-playground.com/#1X1MV3#15 step 1 : LOD Simulation : Done Wow! This is really awesome! I am impressed. It looks really good on my PC. The bad news - performance on mobile seems even worse than my groundmesh based solution so far. Hope it will be possible to optimize it. Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted May 9, 2016 Share Posted May 9, 2016 yes you can customize it for find a best optimization Quote Link to comment Share on other sites More sharing options...
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