So I have been doing a lot of background work in the code this past week. With only a few visual changes to the game.
First, I got textured meshes easily loaded into the game and they will be generated based on the probability of spawning variable that is set when creating the mesh. Also when creating the mesh you must provide a type of ground to spawn on (grass for trees, road for cars).
Next, I added in three new types of trees. I had to scale them down to a tenth of their original size and export them to .x file. Although I am having problems with alphaing the leafs of the trees with the deferred shading system.
Also I helped import Jonathan’s multiple animations into the current build. As well as add a method that allows the getting of the combo-transform matrix of any bone on the animation. I created an enumeration of each bone that was used as the index when getting the bone’s combo-transformation matrix.
As you can tell from the picture to the left, I have added in the walls for the buildings both medium and small buildings. Although I have noticed that since the code integration, my BV calculations are miss calculating. It seems to be the new way I’m creating the meshes since I’m creating the BVs at the beginning when I create the mesh. This seems to cause a problem when rotating them after they have been created. Tim is currently building a quick accessor into his physics API that will do the BV intersection test for me, double checking my calculations so that we can find the error.