clutch43
20-03-2007 12:50:16
here is a few pics showing my problem:
http://ca.briefcase.yahoo.com/bc/glenfa ... yahoo.com/
asmo has come across this,.. and his thread,.
http://www.ogre3d.org/phpBB2addons/viewtopic.php?t=3789
anything come of this?
Is this the reason why my terrain is not being rendered correctly?
The size of terrain is 2x2k (513,65) ( done with L3dt )
I have no skydome(yet), so its not related to terrain being clipped by the skydome. Any help, suggestions, guesses, shot in the darks, be greatly appreciated., I will try uploading video to my Yahoo Briefcase (LOL,,poor mans website )., maybe later today..if it will allow.
It is very likely that you experience the same error, but it may be something else as well. The problem is that the Eihort port which is on the CVS now is not at all ported (well, it compiles against Eihort, but the needed changes is not done). Read the porting notes on _findVisibleObjects() and make the changes, it's rather easy, just a bit of coding to do. To go through the changes with #ifndef's from Dagon to Eihort is not something I like to do, it is quite alot of functions to change.
I'm indeed suprised no one else has noticed this and brought it to light; the version of PLSM2 that is on the CVS is broken!
clutch43
20-03-2007 15:09:04
HI Asmo, thanks for reply, yup i was watchin your thread, and suprised to see no replys. I was browsing few threads , found this by KungFooMasta
http://www.ogre3d.org/phpBB2addons/view ... e85b25ee2e
mScnMgr->setShadowTechnique (SHADOWTYPE_NONE);
//mScnMgr->setShadowTechnique (SHADOWTYPE_TEXTURE_MODULATIVE);
I uncomented ( SHAWDOWTYPE_NONE);
and commented (SHAWDOW_TEXTURE_MODULATIVE);
It does the job for now.,i can now view terrain with much better results. Will add couple more pics to link.,see difference. I'm pretty sure this isn't proper way to do it.,just hope the "domino's" don't start falling
Yes, that will do the job as well as proving that your problem is indeed related to the ignorence of visibleBounds. It is a workaround, not a solution, however. Just make sure you update visibleBounds when needed (check porting notes on Dagon to Eihort), and shadows will be working again.
clutch43
20-03-2007 20:01:17
Great Asmo, Thanks for the help. will read the porting notes on this.
Quicky question about vertex compression if you don't mind, as found in the "terrain"cfg files.,i read that it should be enabled if your hardware supports it.,mine does (7950 Nvidia).,but when i have it enable most all of the demo terrains ( including mine) will throw an exception and fail to start.
## Terrain Properties ##
ScaleX=90000
ScaleY=15000
ScaleZ=90000
Deformable=yes
[b]VertexCompression=no default was "yes"
VertexProgramMorph=no default was "yes"[/b]
LODMorphStart=0.2
MaxPixelError=3
Guess I am just trying to understand why there is problem with default setting "yes". Few things i just don't have a good grasp on yet.
Thanks again.
If you enable VertexCompression, the material you are using must support it (I believe). This is most likely the cause of your exception.
As for the porting, you can get my port from this thread:
http://www.ogre3d.org/phpBB2addons/view ... 2078#22078
clutch43
20-03-2007 23:25:45
Thankyou Asmo! I'll check this out tomorrow/next day, hopefully no problems applying your solution. let u know. Thanks again for your replys, much appreciated.