Heightfield vs. mesh was RE: AC2 was RE: [MUD-Dev] Total Annilation of Downtime

Amanda Walker amanda at alfar.com
Tue Dec 17 17:44:39 CET 2002


On 12/17/02 5:03 AM, Vincent Archer <archer at frmug.org> wrote:

> To avoid the transitional problem, they put a kind of "cavern
> mouth" object (a large stone, with an opening inside). On one side
> of the mouth, you're using the heightmap. On the other side,
> you're inside the mesh dungeon. As the opening covers the
> transition, it's "relatively" invisible.

The geometry has a pretty smooth transition, though the illumination
can have a large discontinuity.  It's often so apparent that you can
see the dungeon mouth quite far into the distance, since atmospheric
fog doesn't apply to it.  However, for navigation, it's quite
smooth.

Amanda Walker


_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list