Heightmap format?

Member
Posts: 469
Joined: 2002.10
Post: #1
In my current project I'm using a height map for an artificial potential field. From this height map I calculate a normal at an arbitrary point (average of the surrounding 8) to get a force vector.

My question is: What is the optimal format for my height map?
I'm currently thinking just an array of floats.
I need at least 16 bits of precision for height.
I want something easily saved and edited, perhaps in a graphics app like photoshop.
Right now, I'm using it purely for calculation and not display; but if possible I'd like to leverage any kind of acceleration I can out of OpenGL.
*note: I don't need to convert the whole map to a normal map, just arbitrary points, so it's not too CPU intensive (I hope).

thoughts?

---Kelvin--
15.4" MacBook Pro revA
1.83GHz/2GB/250GB
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Member
Posts: 509
Joined: 2002.05
Post: #2
I use a 16 bit RAW greyscale image for my motorcycle game - my only complaint is that photoshop can't use all its filters on 16 bit images, but it still has enough functionality to work.
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DoG
Moderator
Posts: 869
Joined: 2003.01
Post: #3
Why dont you just use a normal map, if you need the normals anyway?
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Member
Posts: 469
Joined: 2002.10
Post: #4
I'm generating the height map live.

---Kelvin--
15.4" MacBook Pro revA
1.83GHz/2GB/250GB
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Sage
Posts: 1,232
Joined: 2002.10
Post: #5
What is your minimum hardware requirement?
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Member
Posts: 469
Joined: 2002.10
Post: #6
800MHz G4 and a card that will support OpenGL 1.3 (maybe not the 7000)

---Kelvin--
15.4" MacBook Pro revA
1.83GHz/2GB/250GB
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Sage
Posts: 1,232
Joined: 2002.10
Post: #7
I think you'd better stick to the CPU then.
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