Commit Graph

12 Commits (deque)

Author SHA1 Message Date
scrawl e25fa6c157 Refactor non-distant land terrain path to a grid based implementation (Fixes #1562) 11 years ago
scrawl 1d926816b5 Terrain: background load blendmaps & layer textures. Refactor QuadTree update. 11 years ago
scrawl 97c3efb3ba Terrain: decoupled Chunk from QuadTreeNode. 11 years ago
scrawl 195071efc7 Terrain: geometry is now loaded in background threads.
TODO: background load layer textures and blendmaps.
"Distant land" setting has been removed for now (i.e. always enabled).
11 years ago
scrawl c9e349f60f Terrain: support alternate coordinate systems. Get rid of LoadingListener for now 11 years ago
scrawl c6fb0f2d9b Removed terrain component's dependency on ESM 11 years ago
scrawl 839d251cc5 Renamed Terrain::Terrain to Terrain::World to make VC happy 12 years ago
scrawl d3d6dfbde8 Refactored loading screen
- Add loading progress for data files, global map, terrain
 - Refactored and improved cell loading progress
12 years ago
scrawl ce5ea6d7d2 Use a proper node hierarchy; disconnect the root when entering interior 12 years ago
scrawl 8c8653160d Crash fix, material fix 12 years ago
scrawl ebf9debb80 Enabled terrain self shadows, implemented getHeightAt, some optimizations 12 years ago
scrawl e27437f8ed New terrain renderer - improvements:
- Consistent triangle alignment, fixes a noticable crack near the census and excise office. Note that alignment is still not the same as vanilla. Vanilla uses a weird diagonal pattern. I hope there aren't more trouble spots that will force us to replicate vanilla, but at least we can do that now.
 - Fixes several blending issues and cell border seams
 - Fix map render to use the terrain bounding box instead of an arbitrary height
 - Different LODs are now properly connected instead of using skirts
 - Support self shadowing
 - Normals and colors are stored in the vertices instead of a texture, this enables per-vertex lighting which should improve performance, fix compatibility issues due to the PS getting too large and mimic vanilla better
 - Support a fixed function fallback (though the splatting shader usually performs better)
 - Designed for distant land support - test: https://www.youtube.com/watch?v=2wnd9EuPJIY - we can't really enable this yet due to depth precision issues when using a large view distance
12 years ago