Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Smooth seam between abjacend parts of mesh?

Discussion in 'Scripting' started by battou, Jan 14, 2015.

  1. battou

    battou

    Joined:
    Jan 25, 2011
    Posts:
    197
    Hi. I working on a sphere terrain generator, just for fun. Trying to make quadtree system but dont exactly get how to make seam bebetween two gameobjects containing sphere parts to shade smoothly. I could iterate all vertices in 4leafs of a node and search for vertices with same coords and then get all adjacend tris and colcelate average normal, but Im afraid itll work too slow. Any better way? Will be gratefull for any help.
     
  2. battou

    battou

    Joined:
    Jan 25, 2011
    Posts:
    197
    Anyone?( I managed to to do this by iterating through vertices of meshes and calculating average normal for intersected vertices. But Im afraid itll take too much time for terrain mesh. Any faster, noniterative method? Some tips? Someone should have worked on quadtree and smooth shading.