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e27437f8ed
- 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
23 lines
463 B
C++
23 lines
463 B
C++
#ifndef MWRENDER_TERRAINSTORAGE_H
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#define MWRENDER_TERRAINSTORAGE_H
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#include <components/terrain/storage.hpp>
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namespace MWRender
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{
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class TerrainStorage : public Terrain::Storage
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{
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private:
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virtual ESM::Land* getLand (int cellX, int cellY);
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virtual const ESM::LandTexture* getLandTexture(int index, short plugin);
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public:
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virtual Ogre::AxisAlignedBox getBounds();
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///< Get bounds in cell units
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};
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}
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#endif
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