Ya, but for large terrains there's really no way to make it work for everyone without some huge obstruction in the way it's designed. I kept making test projects for new features to try and build a way to get all the different functionality into a fairly simple setup, but each major system fouls up something else (usually simplicity and speed). Honestly, the biggest issue for me was making things people could turn off - the light-mapper and atmosphere systems working in conjunction with Ogre's material/shader system is damn difficult, especially for situations I can't predict. The weirdest issues would crop up because of different setups.Jabberwocky wrote:I'd love to see a "simple' version of SPT packaged up as an official plugin, but that's just my opinion.
You can still just use SPT as a library, but skip the Editor thing - that was a project that just fell apart due to .NET being a hellish mess.netskate wrote:what scene manager do you suggest to me?
I still work with a project that regularly uses SPT for 64km or so terrains, so it'll do what you want. I'd recommend learning shader programming (HLSL is the same as Cg, for the most part, so this would be a good reference:
http://http.developer.nvidia.com/CgTuto ... ter01.html - it's the full book online for free by NVIDIA) and then just tweaking shaders/materials to your needs. I'll be posting my newer shader tonight, but I'm mostly tailoring it to a project I'm working with (it's still got a lot of power in it, though). 18km x 18km should be no problem at all for SPT - just take a look at how SPT's demo project works with terrain loading and such.