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 ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Crystal-develop mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-develop