Been a quite since I posted. I've been developing a terrain manager / editor for Ogre. It been a good learning experience - doing it in C++, not C#, so that part has been interesting.
Still at the early stages - I'm doing a lot of testing of the different method's within the Ogre library - the best approach so far has been to create sub-meshes of the terrain levels and render those. Each sub-mesh has a single material, so the trick is to batch up the vertices / faces as much as possable.
Each layer is super-imposed on top of the previous to create more complex landscapes.
I'm about to experiment with static objects instead of manual objects - not sure of the pros/cons yet though.
Thursday, March 26, 2009
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