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Speeding up terrain rendering using triangle strips...

 
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Paul Nicholls
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PostPosted: Tue Jul 29, 2003 5:09 am    Post subject: Speeding up terrain rendering using triangle strips... Reply with quote



Hi all, I have made some Delphi 5 classes that take a square terrain height
map made up of a square array of terrain patches (each represented by two
binary triangles), and tesselates them, ultimately producing triangles to
represent the terrain.

I now want to speed it up the rendering of the triangles by drawing as many
triangle strips as possible...

If I have each triangle's vertices & what terrain patch it was produces
from, is there an algorithm that can fairly quickly produces triangle strips
out of this information?

The strips have to be re-calculated everytime the terrain changes due to
holes being blown up in it every now and then...

Thanks in advance,
Paul Nicholls (Delphi 5/6 Professional)
"The simple things in life are often a pest..." - Chris Valentine
[email]paul-nicholls (AT) hotmail (DOT) com[/email]

Replace '-' with '_' to reply



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Alan Garny
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PostPosted: Tue Jul 29, 2003 8:15 am    Post subject: Re: Speeding up terrain rendering using triangle strips... Reply with quote



"Paul Nicholls" <paul-nicholls (AT) hotmail (DOT) com> wrote

Quote:
Hi all, I have made some Delphi 5 classes that take a square terrain
height
map made up of a square array of terrain patches (each represented by two
binary triangles), and tesselates them, ultimately producing triangles to
represent the terrain.

I now want to speed it up the rendering of the triangles by drawing as
many
triangle strips as possible...

If I have each triangle's vertices & what terrain patch it was produces
from, is there an algorithm that can fairly quickly produces triangle
strips
out of this information?

The strips have to be re-calculated everytime the terrain changes due to
holes being blown up in it every now and then...

http://www.codercorner.com/Strips.htm
http://www.cs.queensu.ca/home/jstewart/strips/algorithm/
http://www.plunk.org/~grantham/public/meshifier/show.html
http://www.delphi3d.net/articles/viewarticle.php?article=tristrips.htm
http://plunk.org/~grantham/public/actc/

Cheers, Alan.




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Cox NewsGroups
Guest





PostPosted: Tue Jul 29, 2003 8:52 pm    Post subject: questions about publishing Reply with quote



i am making a game hoping to introduce new fetures in to the video gaming
industry im using the converted directx9 jedi headers and am wondering if i
were to publish this would i have to pay jedi or microsoft for using their
directx stuff?


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Paul Nicholls
Guest





PostPosted: Tue Jul 29, 2003 11:12 pm    Post subject: Re: Speeding up terrain rendering using triangle strips... Reply with quote

Thanks Alan, I'll take a look see :-)

"Alan Garny" <agml (AT) hellix (DOT) com> wrote

Quote:
"Paul Nicholls" <paul-nicholls (AT) hotmail (DOT) com> wrote in message
news:3f26017c (AT) newsgroups (DOT) borland.com...
Hi all, I have made some Delphi 5 classes that take a square terrain
height
map made up of a square array of terrain patches (each represented by
two
binary triangles), and tesselates them, ultimately producing triangles
to
represent the terrain.

I now want to speed it up the rendering of the triangles by drawing as
many
triangle strips as possible...

If I have each triangle's vertices & what terrain patch it was produces
from, is there an algorithm that can fairly quickly produces triangle
strips
out of this information?

The strips have to be re-calculated everytime the terrain changes due to
holes being blown up in it every now and then...

http://www.codercorner.com/Strips.htm
http://www.cs.queensu.ca/home/jstewart/strips/algorithm/
http://www.plunk.org/~grantham/public/meshifier/show.html
http://www.delphi3d.net/articles/viewarticle.php?article=tristrips.htm
http://plunk.org/~grantham/public/actc/

Cheers, Alan.






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Maynard Philbrook
Guest





PostPosted: Wed Jul 30, 2003 4:32 am    Post subject: Re: questions about publishing Reply with quote

the directx9 is the meat of the core and that is included in the OS de MS so
i don't really think you need not worry..


Cox NewsGroups wrote:

Quote:
i am making a game hoping to introduce new fetures in to the video gaming
industry im using the converted directx9 jedi headers and am wondering if i
were to publish this would i have to pay jedi or microsoft for using their
directx stuff?

--
To See what real programmers do in their spare time visit
http://jamie12.home.mindspring.com
home of PC bit software ..
Please send comments about my work .



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