Jon Anderson’s terrain engine plugin is now in CVS! It actually piggy-backs on the OctreeSceneManager plugin in terms of loading because it depends on the octree. Take a look, I think you’ll like it.

One thing it has done is highlight a couple of minor issues elsewhere in OGRE which I’ll be looking at, see the full story for details.

One of the issues is that if the frame rate goes above 100fps, the timeSinceLastEvent value in the FrameListener call becomes inaccurate. You can see this in that the movement rate becomes a lot faster above 100fps. I never noticed this before because typically my scenes either ran consistently below 100fps (BSP) or consistently above it (everything else 😉 so I didn’t see the transition. The terrain demo shows this though becuse as you approach the edge of the terrain the fps goes way up.

This inconsistency appears to be due to the fact that the ‘time since last frame’ never drops below 0.01s. I’m not sure why this is yet, since the clock precision is supposed to be 0.001s, which should be good up to 1000fps. I’m investigating, any suggestions welcome.

The other thing is that fog density is slightly inconsistent between Direct3D and GL, with the DirectX fog being a little denser. I think this may be explained by a post on the forum recently which suggested our GL projection matric was slightly off and was not reflecting the difference between the z ranges in GL vs Direct3D.

So no biggies, but things to sort out nonetheless. Enjoy the terrain engine!