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Thread: Heightmap Terrain flicker

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  1. #1
    the difference between the near and far plane should be as small as possible. I normally try not to go over 1000

  2. #2
    excellent thanks, i will keep that in mind

    about the landscape upside down, that is because i temporarily disabled culling, and the camera is starting below the surface, you can just fly up above the geometry - it is intended just for testing with for now
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  3. #3
    dont mind if I show off my landscape here?
    Attached Files Attached Files

  4. #4
    that looks pretty good - i have moved onto texture splatting now, once i finish with multi-texturing my terrain, i will re-post also
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  5. #5
    seems i have broken something, i can't understand why this is happening, my code for loading raw heightmaps is as follows:

    Code:
      SetLength(vertices, F_Vertices);
      iVertices := 0;
      AssignFile(f, filename);
      Reset(f, 1);
    
      // Loop across and up
      for iy := 0 to F_VertsY-1 do begin
        for ix := 0 to F_VertsX-1 do begin
          BlockRead(f, height, 1);
    
          // Create the verts
          vertices[iVertices].x := (ix*tScale);
          vertices[iVertices].y := height*tHeight;
          vertices[iVertices].z := (iy*tScale);
    
          vertices[iVertices].u := ix;
          vertices[iVertices].v := iy;
    
          Inc(iVertices);
        end;
      end;
    
      CloseFile(f);
    I have not changed anything since last night regarding heightmaps, but today it is doing some weird sheeat

    screenshot >



    any ideas?


    Never mind, seems my heightmap was corrupt

    new screenshot >

    Last edited by Colin; 01-04-2012 at 01:19 PM. Reason: My Mistake
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  6. #6
    looks much better than the first version
    how are you doing the texture blending? (vertex mask? texture mask? do you use layers or blend the textures in a single pass?)

  7. #7
    I am using 1 alphamap + 3 textures in a single pass via hlsl, i plan to add a 2 pass version to support more textures.... however i was also considering fitting more than 1 texture into a loaded texture file and messing around with u,v coords to have many textures in a single pass.
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