Re: [JAVA3D] Alpha terrain splatting

2002-09-12 Thread Jeremy Booth
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 > I want to have a chat with you privately > about the tree algorithm you're doing. They're fantastic and easily the > best models I've seen anywhere in a game and everyone I've shown them > too agrees. I'd love to be able to snarf your ideas for some

Re: [JAVA3D] Alpha terrain splatting

2002-09-12 Thread Justin Couch
David Yazel wrote: > Thanks to some help from Kelvin from Sun we got terrain splatting working. > http://www.magicosm.net/screenshots/cosm903.jpg Nice. If you could add just a little more alpha to the edges of the rock textures it would look very realistic. > It seems to really soak up the fram

Re: [JAVA3D] Alpha terrain splatting

2002-09-12 Thread Brad Christiansen
Looks great David! David Yazel wrote: > > Thanks to some help from Kelvin from Sun we got terrain splatting working. > You need to use an ordered group, not a decal group if you want to get a > zbuffer test of <=. The decal group disables the zbuffer test completely. > > Here are some screenshot

[JAVA3D] Alpha terrain splatting

2002-09-12 Thread David Yazel
Thanks to some help from Kelvin from Sun we got terrain splatting working. You need to use an ordered group, not a decal group if you want to get a zbuffer test of <=. The decal group disables the zbuffer test completely. Here are some screenshots: http://www.magicosm.net/screenshots/cosm900.jp