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DarkBASIC Professional Discussion / Matrix vs. Object/Mesh

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Firesea
23
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Joined: 7th Apr 2003
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Posted: 18th Apr 2003 02:10
For an application, I need high resolution representations of models. The primary representation, industry standard for this application is the use of a grid - a "drape" of the object. I've experimented with both matrix and object/mesh via memblocks and winder if these observations are valid:

1) Matrix is just a simplified function of 2 polygons per square but basically an "object". The matrix was probably originally created and coded for ease of collision detection i.e. the height function. But.. since the matrix cannot be placed into a memblock, except manually, not as useful as the object. Also, the lighting options for the matrix seem very limited vs. the object

2) The mesh/memblock are more sophisticated but lacked "usefulness" in some situations such as collision until, a recent function posted in this forum, can quickly return collision detection (and in next patch I've read). The mesh to object function allows for very sophisticated lighting and for simplicity in movement/control.

3) Both matrix and objects seem to have the 64K limitation on vertices

Therefore...
3) are these basic observations correct?
4) Can a matrix be converted into a mesh (besides manually)

I'm about to embark on the "long" coding process and want to make sure I "begin" with the right basic structure.

Firesea
Firesea
23
Years of Service
User Offline
Joined: 7th Apr 2003
Location:
Posted: 18th Apr 2003 04:52
A few other comments:

Part of the issue I seem to be having is obtaining meaningful definition of a bitmap heightmap on a matrix when viewed from above and textured with the same material (not a tiled image). I can obtain some shadows based on a known light location and calculating any obstructions between the tile and the light (found a great tutorial on this) but the shadows are still marginal.

It would seem that the shading on meshes converted into objects will supply the definition from lighting that I'm after.

I feel certain, many others have been through this same decision process when creating large terrains.

Will the mesh/object provide good definition on a single texture large scale plane object?

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