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When I started fiddling with that I found a couple of bugs in the terrain code which prevented it from working as smooth as I wanted. As I've squashed those bugs the editing is becoming much more smoother. I also found that the way the terrain is reloaded is very inefficient. Currently we unload the whole terrain page and then load it again. However, all that we change is just the height data, so it would be much more efficient to tell the engine just to recalculate the affected meshes from updated data. I've done some changes to the code which allows for this much more efficient approach, and it's beginning to look good. There's still a problem with the LOD calculation not being correctly updated, but that shouldn't be too hard to fix. All in all this will allow for the ability to quickly create a whole new world from a blank slate of terrain. Very exciting stuff.
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