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Re: Image handling: update on my status and plans
- From: Eric McDonald <mcdonald at phy dot cmich dot edu>
- To: mskala at ansuz dot sooke dot bc dot ca
- Cc: xconq7 at sources dot redhat dot com, <xconq-hackers at lists dot sourceforge dot net>
- Date: Tue, 4 Jan 2005 14:44:52 -0500 (EST)
- Subject: Re: Image handling: update on my status and plans
On Tue, 4 Jan 2005 mskala@ansuz.sooke.bc.ca wrote:
> > that name from elsewhere; I think he had something to do with the DeCSS
> > stuff or maybe a DMCA lawsuit....
>
> He was an expert witness in the Federal Microsoft anti-trust case, and
> more recently was attacked by the RIAA after leading the team that
> broke the SDMI Challenge files.
Ah, that's right. It was SDMI, not DeCSS.
> > The terrain generator ensures that the all terrain with the 'liquid'
> > property set has a uniform elevation with all neighboring liquid terrain.
>
> I think what triggers the bug is elevation=0 rather than liquid terrain as
> such, but the way the games are designed means that terrain at elevation 0
> normally will be liquid.
Right. I was saying that 'liquid' acts an elevation leveler.
Usually, this means leveling the terrain to a height of 0.
However, if the problem is caused by elevation == 0, then why
don't I see it on all cells that are part of the same ocean? This
is what I was getting at.
> kernel that lives on the server. The point is that we shouldn't have to
> make each change to the "decide what image to show" code in more than one
> place in the source tree; I think we're on the same page about that.
Yes, absolutely.
> one image per terrain type. That image is of a three-dimensional chunk of
> (for instance) mountains, with a hexagonal base but sticking up
> vertically, probably outside the hex tile boundaries, to express vertical
> height.
Right.
> What I was imagining for automatic generation would be that the designer
> specifies a hexagonal overhead view (they already do), the program renders
> that into 3D as a flat hexagon, and then if the designer wants relief,
> they specify a height field which is used to add the relief.
I see.
Eric