Texture atlas approach basics working but with no texture interpolation and no blending between material.
Next task should probably be to simplify the code to remove unnecessary maps.
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@ -529,11 +529,11 @@ namespace Ogre
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//If all the materials are the same, we just need one triangle for that material with all the alphas set high.
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if((material0 == material1) && (material1 == material2))
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//if((material0 == material1) && (material1 == material2))
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{
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SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1);
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surfacePatchMapResult[1]->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}
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//If there not all the same, we need one triangle for each unique material.
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