server/src/game/vmap
Lynx3d 3f913454e4 [11078] Implement a better approximation for vmap liquid levels with diverging "up" directions.
Okay, so game designers CAN fool gravity...I bet they can tilt their cup without spilling the coffee IRL too :p
Only way to do it precisely would be to generate a polygon mesh from the height map and resort to (much slower) raytracing.
2011-01-29 03:40:35 +01:00
..
BIH.cpp
BIH.h
IVMapManager.h
Makefile.am
MapTree.cpp
MapTree.h
ModelInstance.cpp [11078] Implement a better approximation for vmap liquid levels with diverging "up" directions. 2011-01-29 03:40:35 +01:00
ModelInstance.h
TileAssembler.cpp
TileAssembler.h
VMapDefinitions.h
VMapFactory.cpp
VMapFactory.h
VMapManager2.cpp
VMapManager2.h
VMapTools.h
WorldModel.cpp
WorldModel.h