Quote:
Posted by NoteMe
OK...ehhh...don't understand it completly. Becuase for a frame, you will add everything that you need to the rendering queue. If you only get halfway through this, then you can only see half the terrain, or maybe not the houses, trees what ever that was supposed to be drawn. The user then moves instantly to the right or something, then in the next frame, he will only see the houses, trees, and so on and not anything of what was rendered in the first frame?? ..:confused:
Or are you thinking about not clearing the frame, and then draw them on top of the rest, but then the camera won't move that frame???...:confused:
Nope, This only happens for the Generating the mesh for the terrain. The process of adding the extra verts and removing distant ones. Say you have a patch of terrain and it has just came into view: The first pass would create the four verts to describe the square (This is purley an example mind), then it goes though on another pass and splits these triangles again. This is repeated several times depending on the distance from the camera.
Quote:
Posted by NoteMe
OK, if that is so, then I don't understand what you mean about the dynamic terrain. The way I thought we where going to make dynamic terrain was to make "craters" after bombs and so on...but that will be managed in memory, not on the bitmap it self. The bitmap will only be read in the start of the "game", not when the game is running. Then we will only change the vertex/index buffer or what ever.
Or are you thinking about over hangs? But are you still thinking about making bitmaps with overhangs? Becuase I am pretty sure that you can't make that happen with a 2D image.
And what I thought about placing the houses and trees and so on, will not be done in the same file as the height map. Sure we can make a costum format after we have made them both, but we could also just have trees and house positions and so on in a separate file. But for a working release it will probably better to merge the bmp file and the object file into one costum file.
I think you kind of understood me on the dynamic terrain idea just the thing is it would be better if its possible to save the terrain in the defoamed state. This is becuase if the engine was used for a game then this would be a requirement for save games ;).