As far as realtime displacement mapping goes, one of the primary benefits is that hardware gives you automatic smooth LOD through texture filtering+mipmaps, at least, that's the idea._phil_ said:You don't control much with displacement mapping.
Nor the necessary density (detail concentration) ,nor polycount.So efficiency is not there, things can get messy and very "Dirty work".Also the only really good displacement mapping i know is based on micropolygon.
Why would you want to?I'm also not sure how you can make and solve collisions based on a displacement bitmap (?).
Like I said above, you'd usually use something in order of 100:1 less detailed for collision mesh then display mesh, assuming you actually use polygon collision in the first place (many games still do well enough using boxes, or even spheres, for entire objects/characters).
That would only be with brute force approach though, no?akira888 said:If you ever write a CD scheme you'll understand why - it's O(n^2) with regard to triangle count.