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brigadir

terrain - manage many detail maps

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I have a large terrain with many various detail maps (about 16). Indices of details are kept in terrain texture. How to effeciently render this terrain? I have 2 ideas: * render all details in one pass (set 16 textures to shader) - shader is huge, but really each pixel needs only 2 textures - parallax mapping becomes impossible (needs additional 16 normal maps in shader and lots of samples during search loop) * render 4 (for example) different details 4 times - render terrain geometry multiple times (or subdivide it, but subdivision needs update of index buffer and CPU lookup of detail-indices texture, and is hardly implemented into used lod system) What are another tehniques? [Edited by - brigadir on June 19, 2008 7:45:15 AM]

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