I am trying to scroll a landscape in 4 directions.
It has orthographic view and a fixed camera, so no perspective and only land is visable.
Each triangle (of a single surface mesh) represents a point in a wrap-around map, so I can only show a fraction of the whole thing.
Now, how can I figure out wich triangles scroll in view and wich ones scroll out?
I have tryed using camerapick and pickedtriangle, but that was too slow.
I was thinking of calculating the shape and position of the triangles in 2D and than "plotting" them in 3D but that's even more mind-boggling.
Any suggestions anyone?
It has orthographic view and a fixed camera, so no perspective and only land is visable.
Each triangle (of a single surface mesh) represents a point in a wrap-around map, so I can only show a fraction of the whole thing.
Now, how can I figure out wich triangles scroll in view and wich ones scroll out?
I have tryed using camerapick and pickedtriangle, but that was too slow.
I was thinking of calculating the shape and position of the triangles in 2D and than "plotting" them in 3D but that's even more mind-boggling.
Any suggestions anyone?