Anyone know if irrlicht 1.4 chage por 32 bit indices for terrein creation???
This thing had casue so many trouble.
It is add?
Another question:
I am using 1.3.1. I have terrina of 126* 126 pixel. This whould cause a problem becaxsue it is not 2^n +1? What are the problem, should I always take it for 129*129?
Thanks.
Irrlicht 1.4 indices terrain
Why had no change for 32 bits ?hybrid wrote:No, 1.4 did not change the maximal terrain size. You might want to use the TiledTerrainManager found in the project forum.
Yes, it will cause problems, what's the problem with not using 129x129?
No problem I already change it to 129.
When you tilerTerrainManager you mean Arras New tile terrain right?.
If so, well I plan to use it but I need to added some stuff like getting the entir e mesh (cause I need it for newton):
LOD, escencial!! for my game (huge terrain).
I'll see.
Thanks.
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Irrlicht has no 32bit drawing routines. Moreover, it's usually faster to draw with 16bit indices (as discussed several month ago). Irrlicht 1.5 will have HW vertex buffers, so you can also do large static meshes without LOD with reasonable FPS. Maybe we can also improve on the terrain implementation to overcome the size limitations.