Closed kateyy closed 10 years ago
Don't forget to update your elementData, it contains a sand texture.
#warning: Physx material undefined for element bedrock. using default element instead.
#warning: Physx material undefined for element sand. using default element instead.
#warning: Physx material undefined for element water. using default element instead.
These are probably intendet at the moment, right?
I get mass console output like this:
performance: 0x20072, medium severity (API)
|-Buffer performance warning: Buffer object 4 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
performance: 0x20072, medium severity (API)
|-Buffer performance warning: Buffer object 14 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
performance: 0x20072, medium severity (API)
|-Buffer performance warning: Buffer object 4 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
performance: 0x20072, medium severity (API)
|-Buffer performance warning: Buffer object 14 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
But it doesn't seem to disturb the program in any way...
All in all: Very nice...! What we should keep track of: It would be cool if you could choose the "height" or so on which you wanna operate on. Usage e.g.: You create a (maybe sand) hill onto another (stone) hill. First you pull up the stone terrain, and then, ONTO the hill you put a smaller sand hill. At the moment that is not possible because 'radius' and 'height' is fixed together, right? so when you put sand on top of the stone hill, the complete hill will become sand...
Because it's a big load of changes here, please everyone check at least if this works! And don't forget to pull the data repo ;)
Works for me. I am looking forward to merge.
first one: yes, this is intended. We should fix this with the first element scripts.
2nd: no idea where this comes from. The only point where we copy data from video to system memory is the pixel fetch for positioning the hand. But that's from a texture, not a dynamic draw buffer..
This doesn't do what the branch name says, but includes hopefully most of the cpp changes to do the transformations #57. We should implement all further steps in the lua scripts, hacking around until it looks fine. The terrain interactor interface is a bit large, we should clean it up when the interaction script work (and we know what we really need).