Irrlicht 1.4 indices terrain

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Vsk
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Joined: Thu Sep 27, 2007 4:43 pm

Irrlicht 1.4 indices terrain

Post by Vsk »

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.
hybrid
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Post by hybrid »

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?
Vsk
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Joined: Thu Sep 27, 2007 4:43 pm

Post by Vsk »

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?
Why had no change for 32 bits ?


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.
hybrid
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Post by hybrid »

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.
Vsk
Posts: 343
Joined: Thu Sep 27, 2007 4:43 pm

Post by Vsk »

ok.
By the way something that since sometime flyes in my mind is why your own example of terrain rendering has a 256*256 bitmap??? it more thant the size and even don't the correct 2*n+1.
:?
hybrid
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Post by hybrid »

You can use at most 256x256 pixels, otherwise many things will fail. With "odd sizes", i.e. those which are not 2n+1, you will only get slight visual artifacts, esp. when tiling terrains. So it's not that bad. However, the terrain heightmap was just taken from old examples IIRC.
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