the difference between the near and far plane should be as small as possible. I normally try not to go over 1000
the difference between the near and far plane should be as small as possible. I normally try not to go over 1000
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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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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seems i have broken something, i can't understand why this is happening, my code for loading raw heightmaps is as follows:
I have not changed anything since last night regarding heightmaps, but today it is doing some weird sheeatCode: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);
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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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?)
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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