*/
#include "quakedef.h"
+#include "mathlib.h"
#include <math.h>
#include "curves.h"
+// Calculate number of resulting vertex rows/columns by given patch size and tesselation factor
+// tess=0 means that we reduce detalization of base 3x3 patches by removing middle row and column of vertices
+// "DimForTess" is "DIMension FOR TESSelation factor"
+// NB: tess=0 actually means that tess must be 0.5, but obviously it can't because it is of int type. (so "a*tess"-like code is replaced by "a/2" if tess=0)
+int Q3PatchDimForTess(int size, int tess)
+{
+ if (tess > 0)
+ return (size - 1) * tess + 1;
+ else if (tess == 0)
+ return (size - 1) / 2 + 1;
+ else
+ return 0; // Maybe warn about wrong tess here?
+}
+
// usage:
// to expand a 5x5 patch to 21x21 vertices (4x4 tesselation), one might use this call:
// Q3PatchSubdivideFloat(3, sizeof(float[3]), outvertices, 5, 5, sizeof(float[3]), patchvertices, 4, 4);
void Q3PatchTesselateFloat(int numcomponents, int outputstride, float *outputvertices, int patchwidth, int patchheight, int inputstride, float *patchvertices, int tesselationwidth, int tesselationheight)
{
- int k, l, x, y, component, outputwidth = (patchwidth-1)*tesselationwidth+1;
+ int k, l, x, y, component, outputwidth = Q3PatchDimForTess(patchwidth, tesselationwidth);
float px, py, *v, a, b, c, *cp[3][3], temp[3][64];
+ int xmax = max(1, 2*tesselationwidth);
+ int ymax = max(1, 2*tesselationheight);
+
// iterate over the individual 3x3 quadratic spline surfaces one at a time
// expanding them to fill the output array (with some overlap to ensure
// the edges are filled)
for (x = 0;x < 3;x++)
cp[y][x] = (float *)((unsigned char *)patchvertices + ((k+y)*patchwidth+(l+x)) * inputstride);
// for each row...
- for (y = 0;y <= tesselationheight*2;y++)
+ for (y = 0;y <= ymax;y++)
{
// calculate control points for this row by collapsing the 3
// rows of control points to one row using py
- py = (float)y / (float)(tesselationheight*2);
+ py = (float)y / (float)ymax;
// calculate quadratic spline weights for py
a = ((1.0f - py) * (1.0f - py));
b = ((1.0f - py) * (2.0f * py));
temp[2][component] = cp[0][2][component] * a + cp[1][2][component] * b + cp[2][2][component] * c;
}
// fetch a pointer to the beginning of the output vertex row
- v = (float *)((unsigned char *)outputvertices + ((k * tesselationheight + y) * outputwidth + l * tesselationwidth) * outputstride);
+ v = (float *)((unsigned char *)outputvertices + ((k * ymax / 2 + y) * outputwidth + l * xmax / 2) * outputstride);
// for each column of the row...
- for (x = 0;x <= (tesselationwidth*2);x++)
+ for (x = 0;x <= xmax;x++)
{
// calculate point based on the row control points
- px = (float)x / (float)(tesselationwidth*2);
+ px = (float)x / (float)xmax;
// calculate quadratic spline weights for px
// (could be precalculated)
a = ((1.0f - px) * (1.0f - px));
#endif
}
+static int Q3PatchTesselation(float bestsquareddeviation, float tolerance)
+{
+ float f;
+ f = sqrt(bestsquareddeviation) / tolerance;
+ //if(f < 0.25) // REALLY flat patches
+ if(f < 0.0001) // TOTALLY flat patches
+ return 0;
+ else if(f < 2)
+ return 1;
+ else
+ return (int) floor(log(f) / log(2)) + 1;
+ // this is always at least 2
+ // maps [0.25..0.5[ to -1 (actually, 1 is returned)
+ // maps [0.5..1[ to 0 (actually, 1 is returned)
+ // maps [1..2[ to 1
+ // maps [2..4[ to 2
+ // maps [4..8[ to 4
+}
+
// returns how much tesselation of each segment is needed to remain under tolerance
int Q3PatchTesselationOnX(int patchwidth, int patchheight, int components, const float *in, float tolerance)
{
bestsquareddeviation = squareddeviation;
}
}
- return (int)floor(log(sqrt(bestsquareddeviation) / tolerance) / log(2)) + 1;
+ return Q3PatchTesselation(bestsquareddeviation, tolerance);
}
// returns how much tesselation of each segment is needed to remain under tolerance
bestsquareddeviation = squareddeviation;
}
}
- return (int)floor(log(sqrt(bestsquareddeviation) / tolerance) / log(2)) + 1;
+ return Q3PatchTesselation(bestsquareddeviation, tolerance);
}
+// Find an equal vertex in array. Check only vertices with odd X and Y
+static int FindEqualOddVertexInArray(int numcomponents, float *vertex, float *vertices, int width, int height)
+{
+ int x, y, j;
+ for (y=0; y<height; y+=2)
+ {
+ for (x=0; x<width; x+=2)
+ {
+ qboolean found = true;
+ for (j=0; j<numcomponents; j++)
+ if (fabs(*(vertex+j) - *(vertices+j)) > 0.05)
+ // div0: this is notably smaller than the smallest radiant grid
+ // but large enough so we don't need to get scared of roundoff
+ // errors
+ {
+ found = false;
+ break;
+ }
+ if(found)
+ return y*width+x;
+ vertices += numcomponents*2;
+ }
+ vertices += numcomponents*(width-1);
+ }
+ return -1;
+}
+
+#define SIDE_INVALID -1
+#define SIDE_X 0
+#define SIDE_Y 1
+
+static int GetSide(int p1, int p2, int width, int height, int *pointdist)
+{
+ int x1 = p1 % width, y1 = p1 / width;
+ int x2 = p2 % width, y2 = p2 / width;
+ if (p1 < 0 || p2 < 0)
+ return SIDE_INVALID;
+ if (x1 == x2)
+ {
+ if (y1 != y2)
+ {
+ *pointdist = abs(y2 - y1);
+ return SIDE_Y;
+ }
+ else
+ return SIDE_INVALID;
+ }
+ else if (y1 == y2)
+ {
+ *pointdist = abs(x2 - x1);
+ return SIDE_X;
+ }
+ else
+ return SIDE_INVALID;
+}
+
+// Increase tesselation of one of two touching patches to make a seamless connection between them
+// Returns 0 in case if patches were not modified, otherwise 1
+int Q3PatchAdjustTesselation(int numcomponents, patchinfo_t *patch1, float *patchvertices1, patchinfo_t *patch2, float *patchvertices2)
+{
+ // what we are doing here is:
+ // we take for each corner of one patch
+ // and check if the other patch contains that corner
+ // once we have a pair of such matches
+
+ struct {int id1,id2;} commonverts[8];
+ int i, j, k, side1, side2, *tess1, *tess2;
+ int dist1, dist2;
+ qboolean modified = false;
+
+ // Potential paired vertices (corners of the first patch)
+ commonverts[0].id1 = 0;
+ commonverts[1].id1 = patch1->xsize-1;
+ commonverts[2].id1 = patch1->xsize*(patch1->ysize-1);
+ commonverts[3].id1 = patch1->xsize*patch1->ysize-1;
+ for (i=0;i<4;++i)
+ commonverts[i].id2 = FindEqualOddVertexInArray(numcomponents, patchvertices1+numcomponents*commonverts[i].id1, patchvertices2, patch2->xsize, patch2->ysize);
+
+ // Corners of the second patch
+ commonverts[4].id2 = 0;
+ commonverts[5].id2 = patch2->xsize-1;
+ commonverts[6].id2 = patch2->xsize*(patch2->ysize-1);
+ commonverts[7].id2 = patch2->xsize*patch2->ysize-1;
+ for (i=4;i<8;++i)
+ commonverts[i].id1 = FindEqualOddVertexInArray(numcomponents, patchvertices2+numcomponents*commonverts[i].id2, patchvertices1, patch1->xsize, patch1->ysize);
+
+ for (i=0;i<8;++i)
+ for (j=i+1;j<8;++j)
+ {
+ side1 = GetSide(commonverts[i].id1,commonverts[j].id1,patch1->xsize,patch1->ysize,&dist1);
+ side2 = GetSide(commonverts[i].id2,commonverts[j].id2,patch2->xsize,patch2->ysize,&dist2);
+
+ if (side1 == SIDE_INVALID || side2 == SIDE_INVALID)
+ continue;
+
+ if(dist1 != dist2)
+ {
+ // no patch welding if the resolutions mismatch
+ continue;
+ }
+
+ // Update every lod level
+ for (k=0;k<PATCH_LODS_NUM;++k)
+ {
+ tess1 = side1 == SIDE_X ? &patch1->lods[k].xtess : &patch1->lods[k].ytess;
+ tess2 = side2 == SIDE_X ? &patch2->lods[k].xtess : &patch2->lods[k].ytess;
+ if (*tess1 != *tess2)
+ {
+ if (*tess1 < *tess2)
+ *tess1 = *tess2;
+ else
+ *tess2 = *tess1;
+ modified = true;
+ }
+ }
+ }
+
+ return modified;
+}
+
+#undef SIDE_INVALID
+#undef SIDE_X
+#undef SIDE_Y
+
// calculates elements for a grid of vertices
// (such as those produced by Q3PatchTesselate)
// (note: width and height are the actual vertex size, this produces
-// (width-1)*(height-1)*2 triangles, 3 elements each)
+// (width-1)*(height-1)*2 triangles, 3 elements each)
void Q3PatchTriangleElements(int *elements, int width, int height, int firstvertex)
{
int x, y, row0, row1;
cvar_t r_picmipworld = {CVAR_SAVE, "r_picmipworld", "1", "whether gl_picmip shall apply to world textures too"};
cvar_t r_nosurftextures = {0, "r_nosurftextures", "0", "pretends there was no texture lump found in the q1bsp/hlbsp loading (useful for debugging this rare case)"};
cvar_t r_subdivisions_tolerance = {0, "r_subdivisions_tolerance", "4", "maximum error tolerance on curve subdivision for rendering purposes (in other words, the curves will be given as many polygons as necessary to represent curves at this quality)"};
-cvar_t r_subdivisions_mintess = {0, "r_subdivisions_mintess", "1", "minimum number of subdivisions (values above 1 will smooth curves that don't need it)"};
+cvar_t r_subdivisions_mintess = {0, "r_subdivisions_mintess", "0", "minimum number of subdivisions (values above 0 will smooth curves that don't need it)"};
cvar_t r_subdivisions_maxtess = {0, "r_subdivisions_maxtess", "1024", "maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)"};
cvar_t r_subdivisions_maxvertices = {0, "r_subdivisions_maxvertices", "65536", "maximum vertices allowed per subdivided curve"};
cvar_t r_subdivisions_collision_tolerance = {0, "r_subdivisions_collision_tolerance", "15", "maximum error tolerance on curve subdivision for collision purposes (usually a larger error tolerance than for rendering)"};
-cvar_t r_subdivisions_collision_mintess = {0, "r_subdivisions_collision_mintess", "1", "minimum number of subdivisions (values above 1 will smooth curves that don't need it)"};
+cvar_t r_subdivisions_collision_mintess = {0, "r_subdivisions_collision_mintess", "0", "minimum number of subdivisions (values above 0 will smooth curves that don't need it)"};
cvar_t r_subdivisions_collision_maxtess = {0, "r_subdivisions_collision_maxtess", "1024", "maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)"};
cvar_t r_subdivisions_collision_maxvertices = {0, "r_subdivisions_collision_maxvertices", "4225", "maximum vertices allowed per subdivided curve"};
cvar_t mod_q3bsp_curves_collisions = {0, "mod_q3bsp_curves_collisions", "1", "enables collisions with curves (SLOW)"};
typedef struct patchtess_s
{
- qboolean grouped;
+ patchinfo_t info;
+
+ // Auxiliary data used only by patch loading code in Mod_Q3BSP_LoadFaces
int surface_id;
- int xtess, ytess;
- int xsize, ysize;
- int cxtess, cytess;
- int cxsize, cysize;
float lodgroup[6];
-}
-patchtess_t;
+ float *originalvertex3f;
+} patchtess_t;
#define PATCHTESS_SAME_LODGROUP(a,b) \
( \
{
q3dface_t *in, *oldin;
msurface_t *out, *oldout;
- int i, oldi, j, n, count, invalidelements, patchsize[2], finalwidth, finalheight, xtess, ytess, finalvertices, finaltriangles, firstvertex, firstelement, type, oldnumtriangles, oldnumtriangles2, meshvertices, meshtriangles, numvertices, numtriangles, groupsize, cxtess, cytess;
+ int i, oldi, j, n, count, invalidelements, patchsize[2], finalwidth, finalheight, xtess, ytess, finalvertices, finaltriangles, firstvertex, firstelement, type, oldnumtriangles, oldnumtriangles2, meshvertices, meshtriangles, numvertices, numtriangles, cxtess, cytess;
float lightmaptcbase[2], lightmaptcscale[2];
//int *originalelement3i;
//int *originalneighbor3i;
float *v;
patchtess_t *patchtess = NULL;
int patchtesscount = 0;
+ qboolean again;
in = (q3dface_t *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
xtess = bound(r_subdivisions_mintess.integer, xtess, r_subdivisions_maxtess.integer);
ytess = bound(r_subdivisions_mintess.integer, ytess, r_subdivisions_maxtess.integer);
// bound to sanity settings
- xtess = bound(1, xtess, 1024);
- ytess = bound(1, ytess, 1024);
+ xtess = bound(0, xtess, 1024);
+ ytess = bound(0, ytess, 1024);
// lower quality collision patches! Same procedure as before, but different cvars
// convert patch to Q3FACETYPE_MESH
cxtess = bound(r_subdivisions_collision_mintess.integer, cxtess, r_subdivisions_collision_maxtess.integer);
cytess = bound(r_subdivisions_collision_mintess.integer, cytess, r_subdivisions_collision_maxtess.integer);
// bound to sanity settings
- cxtess = bound(1, cxtess, 1024);
- cytess = bound(1, cytess, 1024);
+ cxtess = bound(0, cxtess, 1024);
+ cytess = bound(0, cytess, 1024);
// store it for the LOD grouping step
+ patchtess[patchtesscount].info.xsize = patchsize[0];
+ patchtess[patchtesscount].info.ysize = patchsize[1];
+ patchtess[patchtesscount].info.lods[PATCH_LOD_VISUAL].xtess = xtess;
+ patchtess[patchtesscount].info.lods[PATCH_LOD_VISUAL].ytess = ytess;
+ patchtess[patchtesscount].info.lods[PATCH_LOD_COLLISION].xtess = cxtess;
+ patchtess[patchtesscount].info.lods[PATCH_LOD_COLLISION].ytess = cytess;
+
patchtess[patchtesscount].surface_id = i;
- patchtess[patchtesscount].grouped = false;
- patchtess[patchtesscount].xtess = xtess;
- patchtess[patchtesscount].ytess = ytess;
- patchtess[patchtesscount].xsize = patchsize[0];
- patchtess[patchtesscount].ysize = patchsize[1];
patchtess[patchtesscount].lodgroup[0] = in->specific.patch.mins[0];
patchtess[patchtesscount].lodgroup[1] = in->specific.patch.mins[1];
patchtess[patchtesscount].lodgroup[2] = in->specific.patch.mins[2];
patchtess[patchtesscount].lodgroup[3] = in->specific.patch.maxs[0];
patchtess[patchtesscount].lodgroup[4] = in->specific.patch.maxs[1];
patchtess[patchtesscount].lodgroup[5] = in->specific.patch.maxs[2];
-
- patchtess[patchtesscount].cxtess = cxtess;
- patchtess[patchtesscount].cytess = cytess;
+ patchtess[patchtesscount].originalvertex3f = originalvertex3f;
++patchtesscount;
break;
case Q3FACETYPE_FLARE:
meshtriangles += out->num_triangles;
}
- for(i = 0; i < patchtesscount; ++i)
+ // Fix patches tesselations so that they make no seams
+ do
{
- if(patchtess[i].grouped) // already grouped
- continue;
-
- // get the highest required tess parameters for this group
- groupsize = 0;
- xtess = ytess = 0;
- cxtess = cytess = 0;
- for(j = 0; j < patchtesscount; ++j)
+ again = false;
+ for(i = 0; i < patchtesscount; ++i)
{
- if(patchtess[j].grouped) // already grouped
- continue;
- if(!PATCHTESS_SAME_LODGROUP(patchtess[i], patchtess[j]))
- continue;
- if(patchtess[j].xtess > xtess)
- xtess = patchtess[j].xtess;
- if(patchtess[j].ytess > ytess)
- ytess = patchtess[j].ytess;
- if(patchtess[j].cxtess > cxtess)
- cxtess = patchtess[j].cxtess;
- if(patchtess[j].cytess > cytess)
- cytess = patchtess[j].cytess;
- ++groupsize;
- }
-
- if(groupsize == 0)
- {
- Con_Printf("ERROR: patch %d isn't in any LOD group (1)?!?\n", patchtess[i].surface_id);
- continue;
- }
-
- // bound to user limit on vertices
- for(;;)
- {
- numvertices = 0;
- numtriangles = 0;
-
- for(j = 0; j < patchtesscount; ++j)
+ for(j = i+1; j < patchtesscount; ++j)
{
- if(patchtess[j].grouped) // already grouped
+ if (!PATCHTESS_SAME_LODGROUP(patchtess[i], patchtess[j]))
continue;
- if(!PATCHTESS_SAME_LODGROUP(patchtess[i], patchtess[j]))
- continue;
-
- finalwidth = (patchtess[j].xsize - 1) * xtess + 1;
- finalheight = (patchtess[j].ysize - 1) * ytess + 1;
- numvertices += finalwidth * finalheight;
- numtriangles += (finalwidth - 1) * (finalheight - 1) * 2;
- }
- if(xtess <= 1 && ytess <= 1)
- break;
-
- if(numvertices > min(r_subdivisions_maxvertices.integer, 262144) * groupsize)
- {
- if (xtess > ytess)
- xtess--;
- else
- ytess--;
- continue; // try again
+ if (Q3PatchAdjustTesselation(3, &patchtess[i].info, patchtess[i].originalvertex3f, &patchtess[j].info, patchtess[j].originalvertex3f) )
+ again = true;
}
-
- break;
}
+ }
+ while (again);
- // bound to user limit on vertices (collision)
- for(;;)
- {
- numvertices = 0;
- numtriangles = 0;
-
- for(j = 0; j < patchtesscount; ++j)
- {
- if(patchtess[j].grouped) // already grouped
- continue;
- if(!PATCHTESS_SAME_LODGROUP(patchtess[i], patchtess[j]))
- continue;
-
- finalwidth = (patchtess[j].xsize - 1) * cxtess + 1;
- finalheight = (patchtess[j].ysize - 1) * cytess + 1;
- numvertices += finalwidth * finalheight;
- numtriangles += (finalwidth - 1) * (finalheight - 1) * 2;
- }
-
- if(cxtess <= 1 && cytess <= 1)
- break;
-
- if(numvertices > min(r_subdivisions_collision_maxvertices.integer, 262144) * groupsize)
- {
- if (cxtess > cytess)
- cxtess--;
- else
- cytess--;
- continue; // try again
- }
-
- break;
- }
-
- for(j = 0; j < patchtesscount; ++j)
- {
- if(patchtess[j].grouped) // already grouped
- continue;
- if(!PATCHTESS_SAME_LODGROUP(patchtess[i], patchtess[j]))
- continue;
-
- finalwidth = (patchtess[j].xsize - 1) * xtess + 1;
- finalheight = (patchtess[j].ysize - 1) * ytess + 1;
- numvertices = finalwidth * finalheight;
- numtriangles = (finalwidth - 1) * (finalheight - 1) * 2;
-
- oldout[patchtess[j].surface_id].num_vertices = numvertices;
- oldout[patchtess[j].surface_id].num_triangles = numtriangles;
- meshvertices += oldout[patchtess[j].surface_id].num_vertices;
- meshtriangles += oldout[patchtess[j].surface_id].num_triangles;
+ // Calculate resulting number of triangles
+ for(i = 0; i < patchtesscount; ++i)
+ {
+ finalwidth = Q3PatchDimForTess(patchtess[i].info.xsize, patchtess[i].info.lods[PATCH_LOD_VISUAL].xtess);
+ finalheight = Q3PatchDimForTess(patchtess[i].info.ysize,patchtess[i].info.lods[PATCH_LOD_VISUAL].ytess);
+ numvertices = finalwidth * finalheight;
+ numtriangles = (finalwidth - 1) * (finalheight - 1) * 2;
- patchtess[j].grouped = true;
- patchtess[j].xtess = xtess;
- patchtess[j].ytess = ytess;
- patchtess[j].cxtess = cxtess;
- patchtess[j].cytess = cytess;
- }
+ oldout[patchtess[i].surface_id].num_vertices = numvertices;
+ oldout[patchtess[i].surface_id].num_triangles = numtriangles;
+ meshvertices += oldout[patchtess[i].surface_id].num_vertices;
+ meshtriangles += oldout[patchtess[i].surface_id].num_triangles;
}
i = oldi;
originaltexcoordlightmap2f = loadmodel->brushq3.data_texcoordlightmap2f + firstvertex * 2;
originalcolor4f = loadmodel->brushq3.data_color4f + firstvertex * 4;
- xtess = ytess = cxtess = cytess = 0;
+ xtess = ytess = cxtess = cytess = -1;
for(j = 0; j < patchtesscount; ++j)
- if(patchtess[j].grouped && patchtess[j].surface_id == i)
+ if(patchtess[j].surface_id == i)
{
- xtess = patchtess[j].xtess;
- ytess = patchtess[j].ytess;
- cxtess = patchtess[j].cxtess;
- cytess = patchtess[j].cytess;
+ xtess = patchtess[j].info.lods[PATCH_LOD_VISUAL].xtess;
+ ytess = patchtess[j].info.lods[PATCH_LOD_VISUAL].ytess;
+ cxtess = patchtess[j].info.lods[PATCH_LOD_COLLISION].xtess;
+ cytess = patchtess[j].info.lods[PATCH_LOD_COLLISION].ytess;
break;
}
- if(xtess == 0)
+ if(xtess == -1)
{
- Con_Printf("ERROR: patch %d isn't in any LOD group (2)?!?\n", i);
- xtess = ytess = cxtess = cytess = 1;
+ Con_Printf("ERROR: patch %d isn't preprocessed?!?\n", i);
+ xtess = ytess = cxtess = cytess = 0;
}
- finalwidth = ((patchsize[0] - 1) * xtess) + 1;
- finalheight = ((patchsize[1] - 1) * ytess) + 1;
+ finalwidth = Q3PatchDimForTess(patchsize[0],xtess); //((patchsize[0] - 1) * xtess) + 1;
+ finalheight = Q3PatchDimForTess(patchsize[1],ytess); //((patchsize[1] - 1) * ytess) + 1;
finalvertices = finalwidth * finalheight;
finaltriangles = (finalwidth - 1) * (finalheight - 1) * 2;
type = Q3FACETYPE_MESH;
Q3PatchTesselateFloat(2, sizeof(float[2]), (loadmodel->surfmesh.data_texcoordlightmap2f + 2 * out->num_firstvertex), patchsize[0], patchsize[1], sizeof(float[2]), originaltexcoordlightmap2f, xtess, ytess);
Q3PatchTesselateFloat(4, sizeof(float[4]), (loadmodel->surfmesh.data_lightmapcolor4f + 4 * out->num_firstvertex), patchsize[0], patchsize[1], sizeof(float[4]), originalcolor4f, xtess, ytess);
Q3PatchTriangleElements((loadmodel->surfmesh.data_element3i + 3 * out->num_firsttriangle), finalwidth, finalheight, out->num_firstvertex);
+
out->num_triangles = Mod_RemoveDegenerateTriangles(out->num_triangles, (loadmodel->surfmesh.data_element3i + 3 * out->num_firsttriangle), (loadmodel->surfmesh.data_element3i + 3 * out->num_firsttriangle), loadmodel->surfmesh.data_vertex3f);
+
if (developer.integer >= 100)
{
if (out->num_triangles < finaltriangles)
}
// q3map does not put in collision brushes for curves... ugh
// build the lower quality collision geometry
- finalwidth = ((patchsize[0] - 1) * cxtess) + 1;
- finalheight = ((patchsize[1] - 1) * cytess) + 1;
+ finalwidth = Q3PatchDimForTess(patchsize[0],cxtess); //((patchsize[0] - 1) * cxtess) + 1;
+ finalheight = Q3PatchDimForTess(patchsize[1],cytess); //((patchsize[1] - 1) * cytess) + 1;
finalvertices = finalwidth * finalheight;
finaltriangles = (finalwidth - 1) * (finalheight - 1) * 2;