Changes between Version 9 and Version 10 of TheoriesOfTerrainDeformation
- Timestamp:
- Jan 24, 2011, 8:52:20 AM (14 years ago)
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TheoriesOfTerrainDeformation
v9 v10 45 45 * Complex and low performance. 46 46 1. Use a new "map" layer who decides for each vertex of it is rendered or not. 47 * Todo: Look at wwitchlayer, maybe it is what we need.48 1. use alpha blending in image layer to c treate holes in the tiles.47 * Todo: Look at switchlayer, maybe it is what we need. 48 1. use alpha blending in image layer to create holes in the tiles. 49 49 * Todo: Does it avoid z-Fighting if one of the causing planes is transparent? Unlikely. 50 50 * Todo: VPB Texturen are compressed with libsquish (DXT1/DXT3) must be decompressed to modify alpha on the fly. … … 53 53 * Todo: How to determine if the fragment of a terrain belongs to the hole or not? 54 54 55 All methods which discards fragments before drawing will result only in visible holes, not in techniqually holes, this means a height-of-terrain(hot) or height-above-terrain(hat) query will result the HAT/HOT of the queried position, even it is not visible! 55 56 56 57