Looks great David! David Yazel wrote: > > Thanks to some help from Kelvin from Sun we got terrain splatting working. > You need to use an ordered group, not a decal group if you want to get a > zbuffer test of <=. The decal group disables the zbuffer test completely. > > Here are some screenshots: > > http://www.magicosm.net/screenshots/cosm900.jpg > http://www.magicosm.net/screenshots/cosm901.jpg > http://www.magicosm.net/screenshots/cosm903.jpg > > It seems to really soak up the framerate, but we have not really analyzed > the performance issues yet. These pics are taken on a Geforce 4 ti 4600. > Also, the rock texture is doing the pics an injustice since it it is being > scaled up quite high from a lower level. > > The engine can also render without splatting: > > http://www.magicosm.net/screenshots/cosm905.jpg > > I think we can improve the "non splatting" look by dynamically building > higher res textures on demand (Thanks Justin for the idea), but the > splatting approach guarantees our engine will scale for the future. > > Dave > > =========================================================================== > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help".
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