- Increase the number of textures used in the shader.
- Allow up to four textures per terrain chunk. These would be determined either programmatically based on which texture layers were in use on that section, or defined by the artist.
- Implement a virtual texture system like id Software used in the game Rage.
The Leadwerks 2 terrain system was expansive and very fast, which allowed rendering of huge landscapes. However, it had some limitations. Texture splatting was done in real-time in the pixel shader. Because of the limitations of hardware texture units, only four texture units per terrain were supported. This limited the ability of the artist to make terrains with a lot of variation. The landscapes were beautiful, but somewhat monotonous. With the Leadwerks 3 terrain system, I wanted to retain the advantages of terrain in Leadwerks 2, but overcome some of the limitations. There were three different approaches we could use to increase the number of terrain textures.0