- Joined
- Feb 2, 2012
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Hi guys,
I'm just moving the post here in a new thread since I believe that it is worth to have a bit of highlight.
As anticipated I compiled a custom D3D9 with a simple function to flatten a circular area around a defined coordinate at a given altitude. A big help came from Face for both compiling and for the function setup.
The result is the following.
Here is the potential, of this which I find huge:
Note: I change the radius on the go (se debug string on bottom left for value) and then zoom out and in to make it reload the tile.
I had zero performance impact.
If this could affect also collision detection I would want it immediately....Bases, runways and pads would not be an issue anymore, it would take minutes to configure them without complicated patches to the textures and the original terrain data would always be preserved.
Please someone from up give a look at this :hail:
I'm just moving the post here in a new thread since I believe that it is worth to have a bit of highlight.
As anticipated I compiled a custom D3D9 with a simple function to flatten a circular area around a defined coordinate at a given altitude. A big help came from Face for both compiling and for the function setup.
The result is the following.
Here is the potential, of this which I find huge:
Note: I change the radius on the go (se debug string on bottom left for value) and then zoom out and in to make it reload the tile.
I had zero performance impact.
If this could affect also collision detection I would want it immediately....Bases, runways and pads would not be an issue anymore, it would take minutes to configure them without complicated patches to the textures and the original terrain data would always be preserved.
Please someone from up give a look at this :hail: