I agree. These HeightMaps are useful for terrain simulations etc.
where you can get away with a regular grid. The browser can mesh
this how it likes - you can even skip over grid points to give some
crude form of level of detail. These should be considered in a
different light to tri and quad-meshes - height maps assume a planar
base. standard tri and quad meshes can assume any 3D shape, as each
vertex includes a full 3D coordinate.
The height map vertex should also support color definition and a
texture coordinate - amazing terrain maps can be achieved by mapping
a monochrome texture (grass-like) onto a pre-colored surface.
Cooking the vertex colors according to height can give nice effects
like snow-capped mountains.
I would also like to put in my vote for include both tri-mesh and
quad-meshes in future revisions. Anything to get the complexity down
and the speed up.
>>-------------------------------------<<
Steve Ghee ( [email protected] )
Director of Technology
Division Ltd
19 Apex Court
Woodlands
Almondsbury
Bristol, UK
BS12 4JT
Tel : +44 1454 615554
Fax : +44 1454 615532
>>-------------------------------------<<