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?
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
Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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