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PROPOSAL:Advanced heightmap techniques?

Started by d000hg Jul 2, 2004 at 7:53 AM 0 replies 400+ views
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d000hg
d000hg
My game is based on a heightmap and so far has a few features like geo-mipmapping, vertex data compression (about 4 bytes per vertex right now), quad-tree culling. All pretty normal. But I plan to add features such as: Vertex shaders to decompress the data and possibly generate heights on the GPU. Ability to have non-power-of-2 sized maps, in fact even non-rectangular maps with holes in them and the ability to have different sections of the map stored at higher/lower detail level. Many detail textures specified on a per vertex basis - 10s or 100s possible rather than the 4 normally used. Partially deformable surface ie grass wears through to mud, snowdrifts etc. Probably more but don't have any docs here. Anyway basically pushing the heightmap to let us have useful, less constrained levels is the main focus. [Edited by - d000hg on July 7, 2004 7:32:37 AM]

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