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Deftoned

Clamped Terrain = No Big Hills?

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Hey guys, I have been working a bit on a procedural terrain generator, but my problem is hitting me when i am trying to store the values for the terrain in a texture, currently i am storing it inside of a texture with a GL_LUMINANCE16 as a gl_float, but because of this i can only store the values between 0 - 1, how am i supposed to get big rolling fields with such a short range, without going into ridiculously small numbers? Is there a better way to store the height data, it is going to be used for my project in a procedural planet generator. But yeah this is kind of bugging me because i had good looking terrain before i realized i needed to clamp it, any help would be great. Thanks

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As Stevo86 said, scale up those ridiculously small numbers or use a float texture format. Float textures are not [0,1] normalized. If you don't want to scale, you have to accept 32 float (waste memory?!) or 16 float (waste precession?!)

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