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Re: alternative terrain approach [Re: ulf] #69862
04/07/06 09:46
04/07/06 09:46
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
Es sind dann 2 Terrains,
das hangt vor allem ab, wie hoch die Auflösung ist,

aber mit Schattenmodellen hast du 300 zusätzliche Modelle.

Das Hauptproblem ist eher die sortierung von Transparenten objekten
vor dem Terrain.
Mit dieser Methode kann es sein, das transparente Objekte von dem Terrain überdeckt werden.

Das beste wäre wenn einer der shaderexperten einen
multitexturing shader, mit Helligkeit-skin schreiben könnte.

Re: alternative terrain approach [Re: Damocles] #69863
04/07/06 09:53
04/07/06 09:53
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline OP
Serious User
ulf  Offline OP
Serious User

Joined: Aug 2005
Posts: 1,012
germany, dresden
das wäre natürlich auch nützlich ich nehme an das durch die limitierungen maximal ein shader mit 2 texturen + 1 schattentextur + 1 detailmap möglich wäre...

Re: alternative terrain approach [Re: ulf] #69864
04/08/06 13:16
04/08/06 13:16
Joined: Jan 2003
Posts: 710
T
Templar Offline
Developer
Templar  Offline
Developer
T

Joined: Jan 2003
Posts: 710
Hi guys,

I just wanted to say one thing - the terrains (and when I say "terrains", I mean "models" ) in Daemonica are not multitextured. At our time (when the major part of Daemonica was being created) there was no fully working and reliable multitexturing technique available.

The current A6 version is I think (I haven't used the latest versions) much better then was when Daemonica was being developed (which is quite logical ) and if we were to make it again, we would probably do it in a slightly different way - there is so much new! ( compressed textures (oh God how we did miss them...), faster and reliable c_ instructions, chunked terrains, multitexturing shaders ...)

btw @Damocles - your terrain does indeed look very nice!

T.

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