Render Terrain Normals?
by C. N. · in Torque Game Engine · 08/14/2008 (12:53 am) · 3 replies
Hi,
I've been trying to render the 'normals' from terrain data.
I think the closest clue I've found is in the EdgePoint struct in terrRender.h:
#if TERRAIN_STORE_NORMALS
Point3F vn; // <- Can this be rendered? Am I in the wrong place?
#endif
I know that the normals are used for many things (especially collision and lighting), but is it possible to have these normals rendered in World Editor mode (just with GL lines)?
I plan on attaching nodes for pathfinding to the 'tips' of the normals. I'd like to render them for visualization purposes.
I humbly appreciate any insight...
Kind regards,
Chris
Edit: Hmm, it just hit me that those normals would probably change during CLOD, making them unusable for a path grid, even if they were stored?
I've been trying to render the 'normals' from terrain data.
I think the closest clue I've found is in the EdgePoint struct in terrRender.h:
#if TERRAIN_STORE_NORMALS
Point3F vn; // <- Can this be rendered? Am I in the wrong place?
#endif
I know that the normals are used for many things (especially collision and lighting), but is it possible to have these normals rendered in World Editor mode (just with GL lines)?
I plan on attaching nodes for pathfinding to the 'tips' of the normals. I'd like to render them for visualization purposes.
I humbly appreciate any insight...
Kind regards,
Chris
Edit: Hmm, it just hit me that those normals would probably change during CLOD, making them unusable for a path grid, even if they were stored?
#2
I'm having trouble locating that function... a global search didn't turn up anything.
I found this: TerrainRender::emitTerrChunk().
I'll go through that, for now... was that where I should look?
Thanks for the response.
EDIT: I though it would be in void TerrainRender::renderBlock()? I'm not even sure what a block looks like... is that the four squares joined with a big X attaching the outermost corner of each?
08/14/2008 (1:19 am)
Emit()?I'm having trouble locating that function... a global search didn't turn up anything.
I found this: TerrainRender::emitTerrChunk().
I'll go through that, for now... was that where I should look?
Thanks for the response.
EDIT: I though it would be in void TerrainRender::renderBlock()? I'm not even sure what a block looks like... is that the four squares joined with a big X attaching the outermost corner of each?
#3
Good luck.
08/14/2008 (2:59 am)
Yeah, there is commented code in that function, at least in TGEA, and possibly a few others. I don't know how to render them in TGE though, as in TGEA you pretty much just throw them onto the shader in the vertex definition.Good luck.
Torque Owner Stefan Lundmark