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26012: Re: Heightfield vs. mesh was RE: AC2 was RE: [MUD-Dev] Total Annilation of Downtime

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From: Amanda Walker <amanda@alfar.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 17 Dec 2002 17:44:39 -0500
References: [1]
Organization: Kanga.Nu
On 12/17/02 5:03 AM, Vincent Archer <archer@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


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