On Thu, Jun 11, 2009 at 11:42 PM, Kai Sterker<kai.ster...@gmail.com> wrote:
> Non-solid flag is implemented and rendering has been improved, and > with that we'll be getting something like the attached image. > > There's one bit missing: calculating the ground level does not take > the non-solid flag into account yet, so it's not ready to commit. Also > needs a little bit of cleanup first. Code is committed and test map uses the high grass now. This works fairly well, except where the "stairs" overlap the grass. It'll render mostly fine, but you'll get the dreaded "deadlock detected" messages when climbing up there. There's nothing to be done about that, except to avoid such designs in real maps. It shouldn't be a problem to have vertical objects in the grass, however, like bushes, trees and the like. With that part implemented, the only bit missing yet in the renderer is support for flat, non-solid objects, like water-surfaces and fog. Implementing those will be a bit tricky, as it actually involves splitting these objects around vertical, solid intersecting objects. But I'm fairly positive that it can be done :-). Afterwards, I for one would call the renderer feature complete as far as map objects are concerned. We may have to come back later for stuff like spell effects and the like, however. No screenshot this time, as you can finally try and see for yourself. Kai _______________________________________________ Adonthell-devel mailing list Adonthell-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/adonthell-devel