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accepted In a semi-infinite procedural (chunk based) map, how do you handle objects larger than a single chunk?
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revised In a semi-infinite procedural (chunk based) map, how do you handle objects larger than a single chunk?
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comment In a semi-infinite procedural (chunk based) map, how do you handle objects larger than a single chunk?
I have a few ideas on how to keep objects from overlapping now, which was my actual intent for this question, but I must ask, how would you go about handling something like an entire city? Generating that "off screen" certainly doesn't sound appealing.
Dec
27
comment In a semi-infinite procedural (chunk based) map, how do you handle objects larger than a single chunk?
By generation range, you mean the difference between your generation range and your visibility range, right? Most wouldn't want half a building just popping into existence because the center of that building just entered sight range.
Dec
27
asked In a semi-infinite procedural (chunk based) map, how do you handle objects larger than a single chunk?
Dec
27
comment Is the GraphicsDevice.Clear call in XNA necessary in 3D?
I feel like I should add, I'm not opposed to using it or anything, I'm just wanting to understand why to use it and why it doesn't seem to matter for me right now. If calling Clear on the graphicsdevice is the only thing that clears the depth buffer, I'd expect something like the trails Byte56 describes.
Dec
27
comment Is the GraphicsDevice.Clear call in XNA necessary in 3D?
I am not calling Clear on the graphicsdevice anywhere else. That I am sure of. @Byte56 I posted more code above to show more of what I'm doing in case it helps, but I didn't include my shader code as I wouldn't think it'd be helpful. I do not see trails of any kind or any other artifacts. I understand the concept of clearing the buffer and became quite familiar with it in 2D, but I'm not (yet) seeing any negative results of ignoring it in 3D.
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revised Is the GraphicsDevice.Clear call in XNA necessary in 3D?
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Dec
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comment Is the GraphicsDevice.Clear call in XNA necessary in 3D?
@Byte56 I added a screenshot above and am showing the code I currently use in my draw call. I do get a white background if I include ClearOptions.Target, but without any Clear call, I get purple as expected, yet do not get any trails. Perhaps the lack of trails is due to static terrain, but I wouldn't think that'd matter as you fly around with pixels at different depths changing. I think I (or the community thus far) is missing something.
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revised Is the GraphicsDevice.Clear call in XNA necessary in 3D?
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asked Is the GraphicsDevice.Clear call in XNA necessary in 3D?
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