On 5/19/07, Dennis Schridde <[EMAIL PROTECTED]> wrote:
Am Samstag, 19. Mai 2007 schrieb The Watermelon: > this patch is by no means working properly,but with these 2 things fixed it > should be usable: > > 1.Change terrain vertices back to int/change float multiplication/division > to shift or use new terrain renderer > 2.Fixed some minor texture coords problems. Questions: Why did you turn sx,sy,sz into vertexPos in this patch? That should get into a seperate patch. Why did you use Vector3d at some times? Why did you add this iV_DIVFLOATDIV macro? And what do the magic values mean? iV_TRANSLATE? And actually I expected this patch to be split into smaller parts. Read floats, store floats, render floats or something like that... --Dennis
1.sx,sy,sz are not human-understandable and may get confused with 'x,y,z' in SV_MESH struct 2.it's double used in imdload to pre-calculate some radius stuff 3.iV_DIVFLOATDIV is equal to the old (>>15)(the max tolerable depth of tile(distance) to draw tile) iV_MULFLOATMUL is equal to the old (1<<15) the problem with the terrain renderer/clipping is that it require the vertices(sx,sy,sz which is relative origin of tile drawing(the top-left tile position)) to be int,or it will cause serious clipping/z-depth fail problems if you dont use int,e.g:the terrain rendering after this patch is completely screwed up when using float terrain vertices. I can make terrain vertices int again,so it should work properly,but SV_MESH will not longer 'inherit' from PIEVERTEX,because the vertexPos in SV_MESH will be a Vector3i instead of a Vector3f due to this change,though such thing can resolved easily by changing few memcpy's of SV_MESH and PIEVERTEX to individual member value assignments,imo let SV_MESH 'inherit' from PIEVERTEX is pointless,since SV_MESH will get stored into a PIEVERTEX and passed to drawTexTriangle eventually.
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