How do most people handle heightmap based terrain tiles? Having each heightmap of neighbor tiles overlap on shared edges? If I don't overlap, there is a lot of explicit stitching work needed that I don't see mentioned anywhere else, what's the de facto for this?
What sort of stitching are you worried about? How are the heightmaps being stored and used? Vertex shader displacement, or generating meshes on the fly? Lots of ways to do it, and stitching presents itself differently in each.
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Generating meshes (either on the fly or baking) makes it a lot easier. You can *basically* do a sparse texture concept in CPU code and the stitching problem is gone. I’ve seen that done a lot.
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I'm talking about streaming LoD quadtree terrain, like here: https://twvideo01.ubm-us.net/o1/vault/gdc2018/presentations/TerrainRenderingFarCry5.pdf … where I have tiles carry payload like heightmap texture, and when they get loaded in memory, their vertices are generated based on the heightmap
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