Thanks, zbuffer, your clearing up things. Even though in a wrong direction, but, well, not your fault
One possibility is to have a bunch of vertices at position (0,0,0) and use them as a stockpile to do different things.
I thought about stacking “spare” vertices, too. In one place or as a somewhat tesselated sphere…
But trouble is, I have little/no influence on the edge definitions, do I?
So all I could do, is to deform the grid or ball a little bit here and there based upon my controller map/fractal, just like the demo terrain shader, but insufficent for putting complex element in place (“calling in”), not to mention premade with multitextures and all.
But well, then I suppose all those vertex-shader particle system are incabable of creating new “child” particles. And new ones i.e. in the center of a fountain can only start once they died their “previous life” somewhere else?!?
Sadly, I think I got the concept. So despite having all info I need on the graphics card I cant generate as I want, to?!? :-((
If someone has a tip to save the day :-), I would much appreciate
One person told me, that with the latest fx cards it is possible to treat (ie pre-process…) geometry as vertex arrays and thereby in similar ways like maps… well, that probably just meant, you can do matrix transformations to them, but I am not quite sure myself what I am talking about…
If anyone has an extra idea… PLEASE
After all, all terrain building blocks are already stored on the graphics card, if there was a way to multiply call up these vertices (the vertices for the respective building block would then move themselves in each go to the right position)
[This message has been edited by Frank No (edited 12-18-2003).]