MidPoint Displacement for Terrain Rendering

Source: Internet
Author: User

I use recursive methods to operate an array and generate random terrain information.

The midpoint method is troublesome. The first is the design of recursive functions. The calculation of the current mark of the Operation array is really tough --! In addition, the map must be 2 square rather than 2 square. If the standard midpoint method is used, even unupdated information will be left at the gap on the map, therefore, the position that is not processed by the midpoint method after the terrain is generated. The second is the terrain generated by the midpoint method, which is dependent on the adjustment of roughness coefficient. The effects of different coefficients are greatly affected. Although some books say that more than 1.5 will show obvious heap, but the actual test found that it is 1.8, it can also generate a more "natural" terrain.

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