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Terrain texturing (continued)

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Ysaneya

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By adding more noise octaves and adjusting the parameters, i succeeded to make the texture look less blurry and generally, have more details than the last one.

In other news, i've discovered a driver bug on ATI cards, from Catalyst 5.5 to 5.9. Some operations in a pixel shader get corrupted, and some random, blocky pixels of flashing colors appear in the texture. It does not happen in Catalyst 5.4 nor on NVidia cards. I've email ATI about the problem, now waiting for an answer.

Things are getting quite exciting: my next step is to make a manager and a cache for the terrain's texture, and to generate multiple terrain textures at the same time. I'll then "simulate" what's happening in geo-mipmapping, but on a flat, single-quad patch only, and apply on each patch on of these textures. Then i can work on transitions and potential "seams" problems. If i succeed i'll make a video demonstrating it in the coming days.

The terrain above is generated at 120 fps on an X850.
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It's looking prettier and prettier.... Those ATI cards are full of bugs and you'll go through hell trying to get customer support.

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Looking great! You can really see some of the little details.

I looking forward to the video.

Btw, did you raise the water level intentionally? I really liked the south east harbor look, but the one in the middle looks better as a harbor than a lake.

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Quote:
Btw, did you raise the water level intentionally? I really liked the south east harbor look, but the one in the middle looks better as a harbor than a lake.


Ah.. actually no. But i tweaked the noise parameters, which in return changes subtely (or not so subtely) the shape of the coastlines and the details.

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