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

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