Hi All,
I've found something weird about advanced terrain. I am creating a terrain using a 512x256 heightmap. I expected it to produce an object with 511 quads along one side, and 255 quads along the other, assuming that each pixel is used for one vertex. It doesn't it generates an object 255 quads by 446 quads.....It took me ages to figure out why the coordinates I was calculating didn't match the vertex coordinates.
The good news is that the quads are perfectly square, so I can calculate the coordinates as long as the smaller dimension remains the same as the number of pixels....but is their a function to return the number of vertexes in a terrain? I am guessing lock it and get the vertexdata?
Perhaps the reason for the bizareness is I am using a jpeg for the heightmap? Has anyone noticed this with bmps?
Best,
Mr Grumpy
GrumpyOne - the natural state of the programmer