I've taken the OverhangTerrainSceneManager (OhTSM) created by Martin Enge under my wing and began completing it including adding terrain paging support with the existing Ogre paging API. Once I've polished my revisions to an acceptable degree I plan to publish it to Google code for everyone to take advantage of.
I run into a few scenarios where I have to copy and paste huge portions of the Ogre Terrain API to get things to work since OhTSM uses a dramatically different approach to the problem of terrain. One such example is a somewhat redundant OverhangTerrainGroup class which is analogous to the TerrainGroup class which is part of Ogre. Another example includes implementing ray scene queries.
I now want to implement blend maps and realize that TerrainMaterialGenerator is tightly coupled to Ogre's Terrain class and porting this functionality to OhTSM will be very non-trivial. I will have to copy and paste the TerrainMaterialGenerator and supported / derived classes into new analogous OhTSM ones and then figure-out how to couple it with the OhTSM code-base instead of the Ogre Terrain codebase, a task that seems silly and time-consuming but I don't see any other way around it.
- I should have asked this a lot sooner, but is anyone maintaining OverhangTerrainSceneManager?
- What suggestions do you Ogre experts have for making blendmaps available to code bases other than the Ogre Terrain API?
- Should I just do something simpler such as doping spiders with LSD?
