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### #ActualSillyCow

Posted 26 May 2012 - 05:13 PM

Actually did this way before shader languages. I think it was with DirectX7 on a Geforce 2. So it was good old fixed pipeline (No shaders... ) . It doesn't matter. I had square terrain tiles (Easy for calculations) , and needed to remove the ugly square effect for rendering.

Fact of the matter is that for rendering it is better to assign material to vertex then to assign to square.

When you render a triangle, render it several times with different textures (fixed pipeline). Or render it once with several textures (HLSL pixel shader). The outcome is the same.

Example:

Givven a quad of Grass (G) and Rock( R ) Snow(S) in the following formation:

GG

RG

The vertex in the middle should have 0.75 grass , 0.25 rock, and no snow.

Use the above mentioned "algorithm" to calculate the alpha value for that vertex and texture

Here is an example of the result. Although terrain tiles are square, you cannot see them (besides the fact that I used a very repetitive texture here).

### #6SillyCow

Posted 26 May 2012 - 05:10 PM

Actually did this way before shader languages. I think it was with DirectX7 on a Geforce 2. So it was good old fixed pipeline. It doesn't matter. I had square terrain tiles (Easy for calculations) , and needed to remove the ugly square effect for rendering.

Fact of the matter is that for rendering it is better to assign material to vertex then to assign to square.

When you render a triangle, render it several times with different textures (fixed pipeline). Or render it once with several textures (HLSL pixel shader). The outcome is the same.

Example:

Givven a quad of Grass (G) and Rock( R ) Snow(S) in the following formation:

GG

RG

The vertex in the middle should have 0.75 grass , 0.25 rock, and no snow.

Use the above mentioned "algorithm" to calculate the alpha value for that vertex and texture

Here is an example of the result. Although terrain tiles are square, you cannot see them (besides the fact that I used a very repetitive texture here).

### #5SillyCow

Posted 26 May 2012 - 05:10 PM

Actually did this way before shader languages. I think it was with DirectX7 on a Geforce 2. So it was good old fixed pipeline. It doesn't matter. I had square terrain tiles (Easy for calculations) , and needed to remove the ugly square effect for rendering.

Fact of the matter is that for rendering it is better to assign material to vertex then to assign to square.

When you render a triangle, render it several times with different textures (fixed pipeline). Or render it once with several textures (HLSL pixel shader). The outcome is the same.

Example:

Givven a quad of Grass (G) and Rock( R ) Snow(S) in the following formation:

GG

RG

Use the above mentioned "algorithm" to calculate the alpha value for that vertex and texture

Here is an example of the result. Although terrain tiles are square, you cannot see them (besides the fact that I used a very repetitive texture here).

### #4SillyCow

Posted 26 May 2012 - 05:09 PM

Actually did this way before shader languages. I think it was with DirectX7 on a Geforce 2. So it was good old fixed pipeline. It doesn't matter. I had square terrain tiles (Easy for calculations) , and needed to remove the ugly square effect for rendering.

Fact of the matter is that for rendering it is better to assign material to vertex then to assign to square.

When you render a triangle, render it several times with different textures (fixed pipeline). Or render it once with several textures (HLSL pixel shader). The outcome is the same.

Example:

Givven a quad of Grass (G) and Rock( R ) Snow(S) in the following formation:

GG

RG

Use the above mentioned "algorithm" to calculate the alpha value for that vertex and texture

### #3SillyCow

Posted 26 May 2012 - 05:08 PM

Actually did this way before shader languages. I think it was with DirectX7 on a Geforce 2. So it was good old fixed pipeline. It doesn't matter. I had square terrain tiles (Easy for calculations) , and needed to remove the ugly square effect for rendering.

Fact of the matter is that for rendering it is better to assign material to vertex then to assign to square.

When you render a triangle, render it several times with different textures (fixed pipeline). Or render it once with several textures (HLSL pixel shader). The outcome is the same.

Use the above mentioned "algorithm" to calculate the alpha value for that vertex and texture

### #2SillyCow

Posted 26 May 2012 - 05:06 PM

Actually did this way before shader languages. I think it was with DirectX7 on a Geforce 2. So it was good old fixed pipeline. It doesn't matter. I had square terrain tiles (Easy for calculations) , and needed to remove the ugly square effect for rendering.

Fact of the matter is that for rendering it is better to assign material to vertex then to assign to square.

When you render a triangle it several times with different textures (fixed pipeline). Or render it once with several textures (HLSL pixel shader). The outcome is the same.

Use the above mentioned "algorithm" to calculate the alpha value for that vertex and texture

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