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T&L Terrain

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I have the terrain engine ported over to hardware T&L (only one bug left). It''s running very quickly even without any high level visibility culling. I will be adding a quadtree structure to quickly cull out portions that are not visible. You can use much much higher terrain resolution and view distance. Check out this image which is using a terrain of 131072 polys per frame and running at decent realtime speeds. http://www.egerter.com/landscape/landedit1.jpg You''ll also notice I''ve started the windowed landscape editor based on the CHR code. Chris

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You know you can use bigger terrain tiles than 256? If I read the code correctly, the 256 size is defined in the terrain loader, which we have the source for. I might be wrong or something and I haven''t tried it.....

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The engine uses 128x128 for texture tiles. I did this because for dynamic shadows you need to upload new textures to the card which is slow. I am making the new engine so you can change everything.

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