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EDIT: Got my answer, thanks!

Sorry for the vague question, I will try to be as detailed as possible.

I am currently programming a simple 3d tilemap where the Y value of the vector is something that can change. This typically affects the 6 surrounding triangles in the following manner: Quads

This however isn't "fully symmetrical", so that each corner is identical and either only "4" or all of the surrounding triangles would be used instead like: Desired effect

Now what I am wondering, is there any particular/ideal ways that games use to achieve the desired effect?

Thanks in advance.

  • The only way to achieve that is with tessellating regular shapes, for which the situation at each corner would be identical. In your case it would be _equilateral_ triangles. –  Apr 10 '16 at 23:07
  • Thanks for the comment. I was able to solve the problem using this though in a slightly different manner: I created an array that contains a byte whether or not the triangle is rotated or not, allowing me to manually (And depending on the situation automatically) rotate them in the way I wish to. –  Apr 11 '16 at 11:16
  • Here's a picture for a bit better detail: http://puu.sh/oeelx/b6a5207d9c.png –  Apr 11 '16 at 11:24

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