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> 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
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
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
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