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    • That is interesting and kinda concerning. AI does have some benefits things like this make it a lot worse. At some point people need to stop and see if it is really producing more good than harm, when you see cases like this it kinda makes it seem that the harms exceed the potential benefits. (That and the constant bots that spam our forums as well) I don't blame the devs they're just trying to figure out how to cope with the flood of issues and bug reports that they have to deal with while still getting the word they are supposed to finish.
    • Recently I have studied the source code of pyrogenesis engine. And there're few confusing implementation. For example in the function "CPatchRData::BuildIndices" I can see indices in clockwise order - [0,0] -> [1,0] -> [0,1] -> [1,0] -> [1,1] -> [0,1]         for (ssize_t j = 0; j < PATCH_SIZE; j++)         {             for (ssize_t i = 0; i < PATCH_SIZE; i++)             {                 if (texgrid[j][i] == tex)                 {                     bool dir = terrain->GetTriangulationDir(px+i, pz+j);                     if (dir)                     {                         indices.push_back(u16(((j+0)*vsize+(i+0))+base));                         indices.push_back(u16(((j+0)*vsize+(i+1))+base));                         indices.push_back(u16(((j+1)*vsize+(i+0))+base));                           indices.push_back(u16(((j+0)*vsize+(i+1))+base));                         indices.push_back(u16(((j+1)*vsize+(i+1))+base));                         indices.push_back(u16(((j+1)*vsize+(i+0))+base));                     }                     else                     {                         indices.push_back(u16(((j+0)*vsize+(i+0))+base));                         indices.push_back(u16(((j+0)*vsize+(i+1))+base));                         indices.push_back(u16(((j+1)*vsize+(i+1))+base));                           indices.push_back(u16(((j+1)*vsize+(i+1))+base));                         indices.push_back(u16(((j+1)*vsize+(i+0))+base));                         indices.push_back(u16(((j+0)*vsize+(i+0))+base));                     }                 }             }         } However the default triangle winding of OpenGL is counter-clockwise. Anyway in the Atlas editor the terrain is stil visible with front faces up.  I wonder whether such implementation is rectified with projection matrix and orientation matrix, Or this is just my misunderstanding in some point? Hope that some expert can provide help. I really appreciate that!  
    • Probably because bots posted here before getting deleted...
    • There is controversy following messages from some Linux kernel developers encouraging the abandonment of support for older hardware.  
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