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 Uniform Terrain Decalcomania
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A better way is to create quads strips that deforms along the terrain surfaces. The texture coord for these can be calculated easily, the quad strips can be rotated and they are much cheaper to render due to minimal fill wastage.


-Hun Yen Kwoon

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Seemed a pretty nice little tut. Reminded me I need to do this soon. One query is how to adapt this to a LOD-heightmap?

And it should be added that presumably vertex shaders would be a great way to change the z values slightly, or whatever that feature is to let you have the same Z but still ordered correctly - what's it called?

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Quote:
Original post by d000hg
Seemed a pretty nice little tut. Reminded me I need to do this soon. One query is how to adapt this to a LOD-heightmap?

And it should be added that presumably vertex shaders would be a great way to change the z values slightly, or whatever that feature is to let you have the same Z but still ordered correctly - what's it called?

Polygon offsets

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No, but it reminded me what it was: Z bias. Isn't that ideal for decals, although not very consistent across different GPUs I think - stencilling is common too right?

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