Tag Archives: terrain

Texturing steep terrain slopes.

In a GPU Gems 3 article (skip to section 1.5) they solve the issue of texturing terrain at various slopes by using triplanar texturing. The following image illustrates the problem. I’ve done something similar to solve the problem of stretching on very … Continue reading

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Slope based terrain texturing.

Today I worked on getting the terrain texturing to match the new procedurally created level from yesterday. In the image above, a dead grass texture is applied to flat portions of terrain, a green texture on the edges at intermediate … Continue reading

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Terrain point light progress.

I’ve built a GGR (Geographical Grid Registration) component for the terrain, which will permit better draw call arrangement and in particular, better effect state management when drawing many point lights — which is a goal. Since the terrain is arranged … Continue reading

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Terrain lighting progress.

In order to light the terrain, normals must be generated from which we can measure the angle of a light ray’s incidence with the terrain geometry, so that we can decide how bright a terrain triangle will be. For the … Continue reading

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Fixing up cracks in the terrain.

Since the terrain is made up of varying level of detail chunks, when two chunks of different detail levels meet, their edges do not match up perfectly. This results in gaps/cracks in the terrain. To fix this, I’ve created a … Continue reading

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Terrain started, and quadtree vs. block based LOD.

I put pathfinding on hold because when implementing a hexagonal coordinate based path finding algorithm, I realized that there would be various difficulties with dealing with constructs imposed on the world such as the terrain grid or quadtree and any … Continue reading

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