Got blending between materials working with texture atlases.
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@ -147,8 +147,8 @@ namespace Ogre
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//Generate the surface
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//std::vector< std::vector<SurfaceVertex> > vertexData;
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//std::vector< std::vector<SurfaceTriangle> > indexData;
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IndexedSurfacePatch* singleMaterialPatch = new IndexedSurfacePatch;
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IndexedSurfacePatch* multiMaterialPatch = new IndexedSurfacePatch;
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IndexedSurfacePatch* singleMaterialPatch = new IndexedSurfacePatch(false);
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IndexedSurfacePatch* multiMaterialPatch = new IndexedSurfacePatch(true);
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generateMeshDataForRegion(regionX,regionY,regionZ, singleMaterialPatch, multiMaterialPatch);
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@ -538,17 +538,81 @@ 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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{
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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 surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1,1.0);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1,1.0);
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singleMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}
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else if(material0 == material1)
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{
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{
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SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1,1.0);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1,0.0);
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multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}
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{
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SurfaceVertex surfaceVertex0Alpha1(vertex0,material2 + 0.1,0.0);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material2 + 0.1,0.0);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1,1.0);
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multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}
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}
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else if(material0 == material2)
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{
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{
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SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1,0.0);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1,1.0);
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multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}
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{
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SurfaceVertex surfaceVertex0Alpha1(vertex0,material1 + 0.1,0.0);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1,1.0);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material1 + 0.1,0.0);
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multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}
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}
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else if(material1 == material2)
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{
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{
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SurfaceVertex surfaceVertex0Alpha1(vertex0,material1 + 0.1,0.0);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1,1.0);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material1 + 0.1,1.0);
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multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}
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{
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SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1,0.0);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1,0.0);
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multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}
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}
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else
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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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multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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{
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SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1,0.0);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1,0.0);
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multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}
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{
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SurfaceVertex surfaceVertex0Alpha1(vertex0,material1 + 0.1,0.0);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1,1.0);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material1 + 0.1,0.0);
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multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}
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{
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SurfaceVertex surfaceVertex0Alpha1(vertex0,material2 + 0.1,0.0);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material2 + 0.1,0.0);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1,1.0);
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multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}
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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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//We'll also need some vertices with low alphas for blending.
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