I've just checked in a change so the buildings now use the Effects
system properly, which includes a global cache of the textures. This
might help.
Nice - have to try this.
Btw - could you take a look at the ambient value of the material declaration? I
have the feeling it is very low, I'm
On Mon, Apr 30, 2012 at 11:56 AM, Renk Thorsten wrote:
Btw - could you take a look at the ambient value of the material declaration?
I have the feeling it is very low, I'm getting very black shadows for low
sun, much more than for the typical static building.
From memory, I've set it to 0.3.
From memory, I've set it to 0.3. It is configurable in the
data/Effects/buidling.eff file under parameters/material/ambient if
you want to have a look yourself. I'm happy to accept a change to the
value - I haven't spent any time tuning it.
Okay, that explains it.
I think it should be in
Hi All,
I've made a couple of updates to the random buildings to address some
of the feedback received so far.
1) As suggested by Thorsten R. I've changed the placement algorithm
from random to a grid-like arrangement. This should allow faster
scenery generation, as it allows me to reduce the
On 28 Apr 2012, at 20:10, Stuart Buchanan wrote:
3) I've reduce the number of Drawables generated by reducing the quad
tree depth from 3 to 2, and reducing the number of LoD leaf nodes from
10 to 4. James Turner - I'd be very interested if this change improves
your framerates.
Sadly no (I
5 matches
Mail list logo