Game Development Reference

In-Depth Information

y

β
T

R
C

β
L

β
R

x

β
B

Figure 1.6.
Diagram of the various positions used with each viewable region when

calculating the general morphing factors.

Boundary Case 1.
Theviewableregion
R
with applied offset
R
λ
is adjacent to a

smaller viewable region with applied offset of
2
R
λ
.

We will conditionally set the following morphing factors as follows:

•

T
L
=1,if
θ
(
β
NL
,R
λ
)

≥

θ
max
;

T
T
=1,if
θ
(
β
NT
,R
λ
)

θ
max
;

•

≥

•

T
R
=1,if
θ
(
β
NR
,R
λ
)

≥

θ
max
;

•

T
B
=1,if
θ
(
β
NB
,R
λ
)

≥

θ
max
;

•

β
NL
=(
R
Cx
−
(2
×
R
λ
)
,R
Cy
);

•

β
NT
=(
R
Cx
,R
Cy
+(2

×

R
λ
));

•

β
NR
=(
R
Cx
+(2

×

R
λ
)
,R
Cy
);

•

β
NB
=(
R
Cx
,R
Cy
−

(2

×

R
λ
)).

The above set of conditionals test for the cases where an adjacent viewable

region has been split into smaller viewable regions. We therefore need to

lock the affected morphing factors to 1. This is to ensure that all of the

overlapping quadrilateral vertices exactly match with those of the smaller

adjacent viewable region.
Figure 1.7
provides a diagram of the various

positions used when calculating the morphing factors for Boundary Case 1.

Boundary Case 2.
The viewable region with applied offset
R
λ
is adjacent to a

larger viewable region with applied offset of (2

R
λ
).

In order to be able to test for this case, we need to ensure we have some ad-

ditional information regarding the current viewable region we are rendering.

In Stage 2 of our algorithm (explained in
Section 1.2.3
)
, we needed to store

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