New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
WIP - Terrain texturing #3453
WIP - Terrain texturing #3453
Conversation
…ays to avoid texture atlas mipmapping problems.
Neat. Looking forward to this. Regarding your question on IRC, JohnJ (creator of JJFFE) replied:
Also, for the RSS issue, I'd contact github support. Could it have something to do with you using windows? I'm not sure what else differentiates your setup with the rest of the devs. |
@impaktor if it were just noise that might be possible, but there's a lot of logic and some really stupidly bizarre other maths in there tied into it. |
… be unique too it. Fetch them in each GeoPatch.
…er into terrain-texture-arrays Conflicts: src/GeoPatch.cpp
…nto terrain-texture-arrays Conflicts: data/shaders/opengl/geosphere_terrain.frag
…nto terrain-texture-arrays # Conflicts: # data/shaders/opengl/attributes.glsl # src/graphics/Types.h # src/graphics/VertexArray.cpp # src/graphics/VertexArray.h # src/graphics/opengl/RendererGL.cpp # src/graphics/opengl/VertexBufferGL.cpp
Going to close this since i have plans for terrain stuff, might as well leaved it alone until they're done and supercede this. |
Well here's some updated and Textured Terrain to wet your appetites.
Things to do... many:
This destroys the terrain colour noise stuff and replaces it with terrain texturing based on the slope and height of the terrain.
It currently uses a choice of 16 textures, which are actually sourced from just 4 originals and duplicated whilst I'm developing it.
Since we'll be texturing whole planets it seems silly to keep the detail texturing optional, so I'll also be removing that option and it will always be there.
Andy