QUOTE(njpaul @ Feb 9 2007, 06:21 PM)
I'd like to add the ability to mark geometry as world geometry (see the ogre docs
http://www.ogre3d.org/docs/api/html/classO...SceneManagera58. Setting geometry, such as grass, as world geometry, allows Ogre to better batch the geometry by material settings for optimized rendering.
Also, when scaling an object, there should be an option to normalize normals. See
http://www.ogre3d.org/docs/api/html/classO...re_1_1Entitya30 for a description. Basically, when scaling, normals get scaled too, which causes lighting errors. Normalizing normals will fix this, but has an overhead. For this reason scaling in Dwarf should be avoided whenever possible. Maybe we can even allow scaling and calculate the new normals before saving the world, so the overhead is eliminated and we wouldn't need the option to normalize normals.
Both of these don't necessarily need to be in the next version of Dwarf, but it'd be nice to see them in a future version.
The normals thing was something I always didn't like about the current Dwarf.
Just coming from The Elder Scrolls construction set I have a whole slew of ideas I want to put on the table, but one that popped into my mind right after the AC would be decalling. The same way that Hammer does it, you have some dirt, grime, stonedammage, cracks, mold whatever on a DDS that is transparent except the crack or whatever, and you can simply apply this "decal" to any face in the world
There would also have to be a "decal" mode so you could remove (or scale, copy, rotate, move) decals without disturbing the world itself.
Hope I'm making sense here