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Outerra Tech Demo download. Help with graphics driver issues

Author Topic: External Images  (Read 2470 times)

knackered

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External Images
« on: February 22, 2011, 04:24:07 am »

Hi guys,
How do you support (or do you at all?) arbitrary external texture sources? I've read your engine specs and can see you talk about external height field support but nothing about image textures.
Also, how do you support multiple external data sources? do you store the bounds of all external sources in another quadtree to quickly determine overlaps etc.?
Sorry the question's a bit vague, not woken up yet...
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cameni

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  • Pegs is clever, but tae hain’t a touch sentimental
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External Images
« Reply #1 on: February 22, 2011, 06:06:06 am »

External texture sources aren't supported (yet). External images cannot be fractal refined, so we are not interested to deal with it unless some forceful entity makes us do so  :P

 The idea is that the world will use a global raster land type dataset along with statistical functions determining vegetation distribution, and vector data will be used to make the civilization layer - fields, pastures, roads etc.
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