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Dakusan's Domain Forum
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Fractal Landscape v1.05
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Topic: Fractal Landscape v1.05 (Read 13945 times)
Dakusan
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Posts: 553
Fractal Landscape v1.05
«
on:
October 07, 2009, 12:06:07 pm »
Quote
Original update for
Fractal Landscape v1.05
can be found at
https://www.castledragmire.com/Updates/Fractal_Landscape_v1.05
.
Originally posted on: 10/02/08
Regarding:
Fractal Landscape
The following updates have been made to the
Fractal Landscape
project, v
1.05
:
DirectX
Bug (reported in last update): The water sometimes overlaps solid objects where it shouldn’t. This is due to some alpha blending setting conflicting with the z-buffer.
Cause: The problem was my graphics card doesn’t seem to like 16
bit
depth buffers much (in this case, the w-buffer, which is mostly the same thing as a z-buffer). Oddly, this wasn’t a problem with any older graphics cards I had tested it on, and
OpenGL
seems to have no problem with a 16
bit
depth buffer.
Solution: The code now has the graphics cards choose the highest available depth buffer solution for
DirectX
using “CheckDepthStencilMatch” (32
bit
, 24DX8 (24bit), or 16bit).
DirectX
Bug (reported in last update): The clouds do not show up at most viewing angles when fogging is turned on.
Cause: An improper fog rendering setting
Solution: “SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);” has been changed to “SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);”.
DirectX
Bug (reported in last update): If fogging is turned on while a “Special Effect” is also on, all landscape surfaces show as pure white.
Cause/Solution: Same as for the above bug (improper fog rendering setting)
DirectX
Bug (reported in last update): When leaving full screen mode the window’s title bar is sometimes pushed off the screen.
Cause:
DirectX
does not keep window settings when switching to exclusive video mode.
Solution: On resuming from full screen, “WS_BORDER” is added back to the window style.
Code Cleanup (
OpenGL
): The 1
bit
stencil buffer has been turned off. Not sure why I even had this on in the first place.
Code Cleanup (
DirectX
): Removed “D3DPRESENTFLAG_VIDEO” from the
Direct3D
present parameters flag and added “D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL”.
Code Optimization: Added some floating point optimization in the height position determination when the camera position moves.
Engine Feature/Fix: The Engine now makes sure the user does not start underwater when a new fractal is initialized.
Solution: The engine detects if the camera starts under the water, and if so, it picks the closest height map point that is above water and sets the camera there.
Other: I compiled this one using the normal Microsoft Visual
C++
compiler instead of the Intel
C++
Compiler, which has resulted in a ~40% decrease in the executable size.
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