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noey699

Would this be a good way to handle terrain transitions

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I am using XNA and my own game engine with visual studio.

The way I am thinking of handling terrain transitions is by using an effect, I pass in all the necessary textures for each block corresponding to the different adjacent blocks and it is a simple fade between the various textures. I was wondering if this would be a good way of handling them. BTW I am not looking for a photo-realistic transition this is a game I am developing myself so I cant spend too much time on one aspect. The problem I am thinking might happen is too many textures being passed to the GPU on one update because each block can have a possible of 9 textures that is needed to calculate the transition.

If this is not a good way can you suggest other simple ways of handling transitions. I am planing on having about 15 - 25 different tiles by the end of it so it needs to be auto-generated where to place them and not have all the transitions pre-generated into textures as to not increase the content size of the game.

Thanks in advanced for any help.

EDIT: To explain the technologies I am using

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BTW I am not looking for a photo-realistic transition this is a game I am developing myself so I cant spend too much time on one aspect. The problem I am thinking might happen is too many textures being passed to the GPU on one update because each block can have a possible of 9 textures that is needed to calculate the transition.
I recall reading an article on GPU Gems 2, Chap 28 - Mipmap level measurement. This is not exactly what you're trying to do but it appears fairly related to me. It also appears fairly complicated.
I strongly suggest to leave texture LOD out.
First: run the numbers. How much megs of textures are we talking about? Is it possible to just store them in VRAM?
If not: consider out-of-core chunking or terrain clipmaps.

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