QUOTE(katisss @ 06/17/09, 05:04 PM) [snapback]309683[/snapback]
I should have called the topic: create heightmap from existing mesh without using opengl.
Oh in that case juts render a image form top and take out the zbuffer. Rednerers can do this with tehuir shadowmap functions. TJis is also wa faster than trying to sample it yourself.
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Modells already exist and there is not displacement.
So whats the problem? If its normal gemmetry then opengl never comes into play. The geometry constraint is NOT working on opengl data.
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Its an existing project so the decision is as usually not all mine.
Your implementing it so ALL THE DESIGN DECISSIONS are yours no matter what others in the company say. Ultimately its your head. So since that is the case its your choice 100% of the way. What you do After the current step offcourse you want to reuse as much as possible but tahts just common sense. If anybody isnist otherwise then GET THAT IN WRITING!
A few observations tough:
You are doing something for the render slaves It is as a general rule not sane to make computation nodes for render slaves. This all just increases the risk of failure. Its far better to cache whatever you need thats a pretender doen once before submit of before each frame IS a better more easily fixable solution.. It also takes less than 10 minutes of dev job. After all theres plenty of them to do stuff AT submission stage. So as a general rule you should allwatys bake down as much of the animation to simple look ups before sent to frarm in any case. Thsi amkes renders faster and more stable