Hi,
I have a tiled terrain structure in my hobby game, and have a problem with Normal Blending on the tile edges. When I calculated my normals I did it from a large scale heightmap and "oversampled" at the edges to pick out the normal of the adjacent face on the neighbouring tile, to make sure my normal was an average of all its adjacent vertexes, not just the ones in that tile.
This gives a reasonable result, but I can see clear edges where the renderer cannot interpolate between the normals on one tile and the normals on another to give a smooth join, since they are in different Draw calls.
Can anyone point me to a technique to ensure a smooth blend on tile edges please ?
Phillip Hamlyn