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Texturing large terrain

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What's the state of the art technology for texturing a large landscape? For geometry LOD, I'm using a quadtree based algorithm to find patches (with skirts) to render and uses vertex texture fetch to obtain heights from a single mipmapped floating point height texture. What options are there? Mega textures? Manual detail texture + main texture? Using same or different shader for different LOD on the patches? How incorporate normal maps (especially sweet for rocky ground!) in a good way?

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This topic is 2837 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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