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Graphics / Re: Distorted VertexArray problem
« on: April 07, 2019, 11:52:05 pm »
Thanks for the resources!
I've done some research on the problem and decided I'd try and replicate what Sprite3D does in a way that's streamline for what I need. Turns out that process of dividing into smaller pieces of geometry is called tessellation, something I've never messed with before so it'll be good practice if I can get it to work. If it works (and looks half decent) I'll post what I've come up with here for future users. That said, there's just as good a chance I'll use Selba Ward's solution as it could pretty much completely replace my current method with no headache. So that's a great suggestion.
Thanks for the responses, they definitely helped point me in the right direction. I'll mark this as solved.
I've done some research on the problem and decided I'd try and replicate what Sprite3D does in a way that's streamline for what I need. Turns out that process of dividing into smaller pieces of geometry is called tessellation, something I've never messed with before so it'll be good practice if I can get it to work. If it works (and looks half decent) I'll post what I've come up with here for future users. That said, there's just as good a chance I'll use Selba Ward's solution as it could pretty much completely replace my current method with no headache. So that's a great suggestion.
Thanks for the responses, they definitely helped point me in the right direction. I'll mark this as solved.