Dead splatting code?

Jon

09-05-2007 23:24:29

It used to be that the various splatting modes were implemented as subclasses of PagingLandScapeTexture. It looks like now these files are still around, but are dead code.

Furthermore, it appears that the Texture Manager wants to instantiate PagingLandScapeTexture objects only. While this could be changed, it would represent a reversal of previous work. So to clarify, is it no longer desirable for people to subclass PagingLandScapeTexture?

Falagard

10-05-2007 03:38:23

I think the basic idea now is to use special tags in your materials to identify which of the various types of textures you want assigned to your materials. PLM2 will use the TextureMode to look up a corresponding material to clone and then look for those tags - the filename of the texture unit I think, named things like Coverage, Base, etc. and replace them with the particular texture for that page of terrain.

At least that's my memory from using it a year ago.

Jon

10-05-2007 03:57:37

This seems so wrong. To abandon an object-oriented framework and tie peoples hands.

I may end up going back to the old code-base, or modify the existing code to the point where patch submission is no longer an option.

My indexed splatting could be done in CG, but I am sure not going to debug a CG version before having a C++ prototype working.

Falagard

10-05-2007 21:37:01

Yeah, I'd prefer a combination of both approaches. One where you have the option of specifying your own, and another where you could use the built-in version. Either way, it should be done using a plugin system where you don't have to do add it to PLM2 directly but can plug in new types.