algeralith wrote:You are overthinking it.
Yea, I'm known to do that. I call it my research and verification process. Hell, most don't even think, so in my mind that is a big plus.
algeralith wrote:The priority is not a static value.
Your right and wrong at the same time.
Yea. The priority value for a particulate texture changes per minmap tile. As its a relative order value for the used textures in that particular mini-map.
No. The priority
order itself is static. Ergo: "water" is always "deep"+1. You just need plenty of good/big data to pry out the full order listing for all ground textures.
That last part would be the job I would take care of, because I already have some code that will, well should, do that. But that will only work with sufficient data.
(
But, if you like to do that last part on your end. I'm fine with that too. Seems more efficient that way.)
algeralith wrote:... if I have to guess, it number probably determines the frequency the tile appears in that grid.
That makes no sense to me. What good is the frequency of used ground textures inside a mini-map for the client/render process ?
Besides. So far my idea/specs has hold up to:
- Global data verification. (
ie: no relative position change has been encountered for the textures across the scanned minimap files)
- In-game verification of the found textures order.
- - -
algeralith wrote:It's more-so used in res-loading
It probably a small step from loading order to render order.