Showing posts with label Blending. Show all posts
Showing posts with label Blending. Show all posts

Sunday, November 8, 2009

Blend Tiles, AABB & Ray Intersections

The tiles can be blended with each other now. This way there is no hard edge anymore.

You have to use an alpha map for blending so you have more options for blending. I use this alpha map for test. It is not a good one :D



And here is a screen shot.


I also added AABB and ray intersection to the engine, so I can optimize my terrain more and partitioning it.

If anyone has a question about everything I implemented in my engine please ask me and leave a comment for me I try to answer it :D

Tuesday, September 22, 2009

The first test for new terrain design

Hi

I test the new algorithm for the tiled terrain and it works well with texture ID.

For solving the texture filtering problem with tile texturing I copy 16 pixel from each side to opposite side of the texture and don't use small mipmap level so the hardware texture filtering works well.

Here is a screen shot I know it is not seem to be good but when I add blending you can see a good screen shot. For now I want to add PhysX engine for terrain pickings and future physics dynamics.