Right now I am trying to implement terrain generation. I am using msvc visual studio 2019. And when I got to decreasing level of details in my function, generation started to be very glitchy. Everything is fine when I am not using any of level of details decreasing values. But everything changes after 1 and more - generation starts to be glitchy and generates atifacts. Here is some examples.
This one is correct as it should be. In my function this stands for parameter 0 in LevelOfDetails.

And Incorect examples. LevelOfDetails=1:

This is a function for generating meshes:
static void
GenerateTerrainMesh(world* World, noise_map* NoiseMap, float HeightMultiplier, int LevelOfDetail)
{
int Width = NoiseMap->Width;
int Height = NoiseMap->Height;
//float TopLeftX = (Width - 1) / (-2.0f);
//float TopLeftZ = (Height - 1) / ( 2.0f);
if(LevelOfDetail < 0) LevelOfDetail = 0;
if(LevelOfDetail > 6) LevelOfDetail = 6;
int SimplificationInc = (LevelOfDetail == 0) ? 1 : (LevelOfDetail * 2);
int VerticesPerLineX = (Width - 1) / SimplificationInc + 1;
int VerticesPerLineY = (Height - 1) / SimplificationInc + 1;
InitializeMeshTerrain(World, VerticesPerLineX, VerticesPerLineX);
int VertIndex = 0;
int TrigIndex = 0;
for(int Y = 0; Y < Height; Y += SimplificationInc)
{
for(int X = 0; X < Width; X += SimplificationInc)
{
World->Terrain.Vertices[VertIndex] = V3((float)X, HeightMultiplier * HeightFlatten(World->NoiseMap.Values[Y*World->NoiseMap.Width + X]).y * HeightMultiplier, (float)Y);
World->Terrain.UVs[VertIndex] = V2(X/(float)Width, Y/(float)Height);
if((X < (Width - 1)) && (Y < (Height - 1)))
{
AddTriangle(World, &TrigIndex, VertIndex, VertIndex + VerticesPerLineX + 1, VertIndex + VerticesPerLineX);
AddTriangle(World, &TrigIndex, VertIndex + VerticesPerLineX + 1, VertIndex, VertIndex + 1);
}
VertIndex += 1;
}
}
}
And helper functions, but there should not be any errors:
static void
InitializeMeshTerrain(world* World, int Width, int Height)
{
World->Terrain.VerticesCount = Width * Height;
World->Terrain.FacesCount = (Width - 1)*(Height - 1)*2;
World->Terrain.UVCount = Width * Height;
World->Terrain.Faces = (face*)malloc(sizeof(face)*World->Terrain.FacesCount);
World->Terrain.Vertices = (v3*)malloc(sizeof(v3)*World->Terrain.VerticesCount);
World->Terrain.UVs = (v2*)malloc(sizeof(v2)*World->Terrain.UVCount);
}
static void
AddTriangle(world* World, int* Index, int a, int b, int c)
{
World->Terrain.Faces[*Index].a = a;
World->Terrain.Faces[*Index].b = b;
World->Terrain.Faces[*Index].c = c;
*Index += 1;
}
What problem could be there? Thank you.
UPD: I added some additional data to work with such as Mesh Data and Vertices Data for each LevelOfDetail:
Correct:
LevelOfDetail=0
Incorect 1:
Incorect LevelOfDetail=1
Incorect 4:
Incorect LevelOfDetail=4
Incorect 6:
Incorect LevelOfDetail=6

