From: Lawrence E Bertoldi (lberto++at++adelphia.net)
Date: 06/09/2003 19:44:50
This is not really the best way to go about it because the sea is always
attached to the land!
Create a sea and manipulate the vertices then take all of the terrain vertices
that are less then say 1 or 2 and make them ... say -50 so they are under your
sea.
Now slightly exaggerate the terrain above 2 by adding say 5 of 10 to it!
Now you can have the sea wash on the shore and have under water topo!
This may be a simple way to go but It works surprisingly well!
The trick is how to make the sea without killing performance!
lawrence bertoldi Lead Software Developer
Simagery Inc. Sykesville MD
lberto++at++adelphia.net
Harry Overs wrote:
> We need to simulate sea state, and it's effects on line-of-sight. Our idea
> was to go through each vertex in the terrain, find those that are sea, and
> then modulate the height of the vertex by some basic function.
>
> Has anyone else done this? Is it likely to work? How do we do the first
> part - going through all the vertices in the terrain - are there any
> examples?
>
> Thanks
>
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