Page 23 of 23

Posted: Tue Mar 09, 2010 2:25 pm
by hybrid
Irrlicht provides mipmap access since Irrlicht 1.7. So everything should work as expected 8)

Posted: Tue Mar 09, 2010 3:31 pm
by arras
Yes, I see. Thanks a lot! :)

Great work!

Posted: Wed Jul 28, 2010 6:21 pm
by AW111
This is exactly the type of thing I've been looking for.
I assume the source is freely usable and modifiable?

Posted: Sat Aug 07, 2010 12:38 pm
by arras
Yes it is.

Posted: Wed Feb 02, 2011 6:29 am
by Serge
Minimum fix in code, and this worked with irrlicht 1.7.2 )
Thx for the great class

Posted: Sun Feb 13, 2011 8:18 pm
by curse914
Digoxy wrote:
Again, my thinking around truly endless terrain, shifting into a newly loaded terrain would need to have the old one removed to conserve memory. In theory, using files, we should be able to construct many terrains, load them, unload them etc. I know this is far reaching however, if indeed your in a rewrite, maybe you could consider some of these idea's.

If say you have three 1024 terrains complete with hightmaps, in a truly enless world, we should be able to place these terrains in locations. in the "grid" for a lack of a better term. And where there are empty places in the grid, produce a random terrain. If my knowledge of this were hightened by a large percent, I would surely help you with this amazing task.
Depending on the desired use of terrain; if your intent is to give the impression of and endless world, one could repeat/tile the terrain like the Tribes series games.

Re: New Tiled Terrain Scene Node [works with Irr 1.5]

Posted: Fri Sep 02, 2011 5:52 am
by speedygonz
Seem that the download link is broken. Can someone repost the files? Tks.

Re: New Tiled Terrain Scene Node [works with Irr 1.5]

Posted: Sat Oct 22, 2011 6:43 am
by jeffawilson2001
YES YES YES!!!!! Someone PLEASE provide a new download for this terrain code!!!

Jeff
:cry:

Re: New Tiled Terrain Scene Node [works with Irr 1.5]

Posted: Sun Oct 23, 2011 2:22 pm
by coldev