kabutor wrote:
> >I've just experimented with terrain splatting, a screenshot
> >can be found at http://www.inutil.org/terrain-splatting.png
> >
> 404 not found..
Sorry: /terrain-splat.png
> >The approach is rather simple and efficient: For n levels
> >of height texture differentiation you need n-1 splatting
> >maps. The PagingLandscapeManager computes these at runtime,
> >but with the plain Octree/TerrainSceneManager we'd need to
> >calculate them out of the heightmap and generate splat
> >textures on the fly. This is definitely doable, but as a
> >switch to PLSM is needed anyway some time in the future and
> >it already contains this feature I don't want to spend time
> >on an own implementation here.
> >
> Have you tested it? Im trying but I have one of this days that HEAD CVS
> didnt compile.. so Im a bit stuck..
I'll retry over the next few days. You could try to build it against
the Hastur branch, the ogreaddons shouldn't follow HEAD AFAIK.
Cheers,
Moritz