Monster update which adds detail height meshes.

- Added detail height mesh generation (RecastDetailMesh.cpp) for single,tiled statmeshes as well as tilemesh.
- Added feature to contour tracing which detects extra vertices along tile edges which should be removed later.
- Changed the tiled stat mesh preprocess, so that it first generated polymeshes per tile and finally combines them.
- Fixed bug in the GUI code where invisible buttons could be pressed.
This commit is contained in:
Mikko Mononen
2009-08-24 12:44:44 +00:00
parent b1addd3574
commit 6de4d30705
33 changed files with 5321 additions and 1765 deletions

View File

@@ -219,14 +219,14 @@ void Sample_StatMesh::toolRender(int flags)
}
if (m_nstraightPath)
{
glColor4ub(128,16,0,220);
glColor4ub(64,16,0,220);
glLineWidth(3.0f);
glBegin(GL_LINE_STRIP);
for (int i = 0; i < m_nstraightPath; ++i)
glVertex3f(m_straightPath[i*3], m_straightPath[i*3+1]+0.4f, m_straightPath[i*3+2]);
glEnd();
glLineWidth(1.0f);
glPointSize(4.0f);
glPointSize(6.0f);
glBegin(GL_POINTS);
for (int i = 0; i < m_nstraightPath; ++i)
glVertex3f(m_straightPath[i*3], m_straightPath[i*3+1]+0.4f, m_straightPath[i*3+2]);
@@ -243,7 +243,7 @@ void Sample_StatMesh::toolRender(int flags)
for (int i = 1; i < m_npolys; ++i)
dtDebugDrawStatNavMeshPoly(m_navMesh, m_polys[i], pathCol);
glColor4ub(128,16,0,220);
glColor4ub(64,16,0,220);
glLineWidth(3.0f);
glBegin(GL_LINE_STRIP);
for (int i = 0; i < m_nstraightPath; ++i)