Everybody loves screenshots :-)

This a much more "normal", and natural-looking chunk of terrain, wouldn't you agree? This is the straight-forward one pixel = one vertex solution. The colors come from a simple texture that I sort of derived from the heightmap. The texture contains as many texels as the heightmap contains pixels. The darker lines/smudges in the fore-ground for a text. This was the easiest way to make sure the texture wasn't inadvertedly mirrored.
Now, I'd like to do shadows. For performance comparison, I will turn on dynamic lights and see the difference, and then I'd like static, but on-the-fly lightmapping for the terrain.
And then, it's up to level-of-detail ! woohoo !
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