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Progressive terrain loading #9

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Neptilo opened this issue Jan 3, 2015 · 5 comments
Closed

Progressive terrain loading #9

Neptilo opened this issue Jan 3, 2015 · 5 comments

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@Neptilo
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Neptilo commented Jan 3, 2015

Original report by Victor Ripplinger (Bitbucket: Neptilo, GitHub: Neptilo).


@Neptilo
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Neptilo commented Mar 11, 2015

Original comment by Victor Ripplinger (Bitbucket: Neptilo, GitHub: Neptilo).


Next subtasks:

  1. Implement the same efficiency improvement for the server as for the client: store altitude map as image data instead of a whole canvas.
  2. Try to find a way to load the altitude map as a one-channel bitmap. Else create an array containing only the red channel instead of all the image data.
  3. Implement terrain block for the other planet squares.
  4. Work out the visible area distance and use it to determine how many terrain blocks to display.

@Neptilo
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Neptilo commented Mar 15, 2015

Original comment by Victor Ripplinger (Bitbucket: Neptilo, GitHub: Neptilo).


#1 done.

@Neptilo
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Neptilo commented Apr 19, 2015

Original comment by Victor Ripplinger (Bitbucket: Neptilo, GitHub: Neptilo).


#3 done.

@Neptilo
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Neptilo commented Feb 16, 2018

Original comment by Victor Ripplinger (Bitbucket: Neptilo, GitHub: Neptilo).


2 done. Used red channel of a full RGBA image

@Neptilo
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Neptilo commented Feb 16, 2018

Original comment by Victor Ripplinger (Bitbucket: Neptilo, GitHub: Neptilo).


4: Will use a fixed area and LODs instead

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