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Firstly, CMake checks for ASIO, OIS, OGRE etc. would be nice so that it fails properly at CMake-time rather than compile-time.
I never thought about that. Find*.cmake is cool, I never understood that feature
. It's working now. Even thou ogre was messy, but I guess you know that as google result #1 for "find_project ogre" is your thread in the ogre forums
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Unfortunately, I am getting a compile error and even more unfortunately it's an error in a heavily templatised part of Boost
Actually I've seen a similar error before, it's really odd.. I'll try to setup a few virtual machines sometime soon and try out other systems... basically the problem is that a "this" pointer seems to be a pointer to a reference instead of just a pointer...
there's not much point in finding a quickfix, as this problem will occur in many other places, too.
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Will you add transparentcy to the trees, as the black looks a bit strange? You should be able to do it without modifying PolyVox by looking at all the triangles in the generated mesh, splitting off the ones with the 'leaf' material, then rendering those as a seperate mesh.
Won't work... then you can see inside the tree-trunk since there are no polygons on the top of the trunk.
Or am I missing something here?
The Custom threshold feature would be great here
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And yes, I think the material blending between triangles would look nice. Maybe also smooth the mesh - I recently added a LowPassFilter class to PolyVox (still needs some work) which could be useful for this.
The problem is that minecraft still expects cuboid collisions... it will be nearly impossible to move for the player.
I could differentiate between movement and rendering. then it would just look smooth but "act" cuboid.
Actually I think that is the only way to make movement useful...
currently it's really horrible since I have no collision checking, I just wait for the server to tell me when I'm inside a wall
...