Terrain heightmap bitmasks

Um… because its deprecation was apparently a mistake?

If I were to go the quantized mesh route, there isn’t any information on the wiki regarding the encoding of the zigzag portion as well as other information such as:

  • how min and max height values are calculated?
  • does the bounding sphere completely encompass the tile?
  • how are the occlusion points calculated?

It seems that the wiki page is written to individuals that already have terrain in the quantized mesh format. Regardless of which method I use (heightmap or quantized mesh), more information is needed.

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