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Experimental D3D9 Build (2009-12-11)

Started by Ultraken, December 11, 2009, 04:49:21 AM

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Ultraken

That pillar came from terrain height being driven below zero altitude, where it would wrap around to 409.5 meters.  Stacked waves drove the terrain further down, increasing the likelihood of that happening.

Josiah

Quote from: Ultraken on December 14, 2009, 05:37:09 PM
That pillar came from terrain height being driven below zero altitude, where it would wrap around to 409.5 meters.  Stacked waves drove the terrain further down, increasing the likelihood of that happening.

whoa, that's weird! Driven below zero altitude? Is there a dip when the blast 'starts'? So lots of dips make it too low? Hmm, sound wangy. If you get a rigged daywrecker dispensing highspeed mortar, the hill goes up, until it reaches a certain height, and then it stops and won't go away.

Ultraken

The terrain uses a 12-bit integer representation for height, so there's a minimum altitude of zero and maximum altitude of 409.5 meters.  The waves start out small, but add up when a bunch of them overlap.  Clamping the terrain so it can't wrap around did fix it.