zeroskill
23-06-2006 02:45:18
Does PLSM2 natively support, or have a way to support through an extension API mechanism, the ability to either not render certain tiles or render them with 0% alpha using "nearest" texture filtering? Basically, I need to punch holes in the ground to allow the creation of caves and basements in buildings.
I was working on my own heightmap based terrain scene manager for Ogre a while back (non paging, only performed texture splatting through pixel shaders, no dynamic LOD) and I made sure to include this functionality natively. In my implementation, I simply didn't generate geometry for terrain quads that were supposed to be holes. It created an interesting artifact, in that you could still apply a splat to that quad, which would bleed into the surrounding visible tiles because of the texture filtering of the alpha channel, but even that was kind of a neat 'feature' that you could use or ignore depending on the immediate needs.
Anyhow, I did some searching on this topic before posting. Searching for "hole" only comes back with 2 results, none of them related to the question. Searching for "cave" brought me to "Subsurface?", which was mostly on topic, though the poster's needs would have been better served by portals, and the thread eventually diminished into a discussion about why Crystal Space sucks.
The old discussion about it has been dead since December 2005, so I'm mostly checking to see if there's been any progress along these lines, or if there is an ideal place within the PLSM2 code that something like this could be added.
I'm mostly held up in design meetings with a deadline looming, otherwise I'd take a week and read the code myself. At the minimum, even a generic feasibility/difficulty response would be great, as I need to determine if we should use PLSM2 stock (and throw out all subterrainean areas), attempt to modify it to support holes, or continue work on my old terrain scene manager and get it up to par.
I was working on my own heightmap based terrain scene manager for Ogre a while back (non paging, only performed texture splatting through pixel shaders, no dynamic LOD) and I made sure to include this functionality natively. In my implementation, I simply didn't generate geometry for terrain quads that were supposed to be holes. It created an interesting artifact, in that you could still apply a splat to that quad, which would bleed into the surrounding visible tiles because of the texture filtering of the alpha channel, but even that was kind of a neat 'feature' that you could use or ignore depending on the immediate needs.
Anyhow, I did some searching on this topic before posting. Searching for "hole" only comes back with 2 results, none of them related to the question. Searching for "cave" brought me to "Subsurface?", which was mostly on topic, though the poster's needs would have been better served by portals, and the thread eventually diminished into a discussion about why Crystal Space sucks.
The old discussion about it has been dead since December 2005, so I'm mostly checking to see if there's been any progress along these lines, or if there is an ideal place within the PLSM2 code that something like this could be added.
I'm mostly held up in design meetings with a deadline looming, otherwise I'd take a week and read the code myself. At the minimum, even a generic feasibility/difficulty response would be great, as I need to determine if we should use PLSM2 stock (and throw out all subterrainean areas), attempt to modify it to support holes, or continue work on my old terrain scene manager and get it up to par.