r:38131

Naman Gupta <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <CAJ4hSG1ZRKfMP3XpDwpzQETOJ56quQz5LJtOF0Z=h7qaUBE50A@mail.gmail.com>
Hey,

   i tested boundary generation on one ocean cell and made it work for all
4 sides. Boundary Algo is pretty much ready.
  there are something bugging me.


  small issue

- memory optimization. vertex at the boundaries are wasted.

- a corner tri on a cell has to be taken care of as there can be 2
different adjusting cells. this is not much of an issue once  "BIG issue"
is resolved.


  BIG issue

- Where and How should i put this this boundary algo in order to work.
setupvertices is obviously not a right place to do it.
i was thinking maybe we can remove setupvertices function and call it at
render method and pass the surrounding ocean's LOD levels
something like  "
factory->cells[nextCell.cell].SetupVertices(left,right,top,bottom); ".




any suggestions?



-Naman

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