Original Post
Hi, I've been programming a 3D tile-based engine in my spare time and would like some suggestions on efficiently rendering terrain tiles without multiple passes. Right now, I have a way to algorithmically create a texture based on a number of materials and use the composite texture to render all the tiles on the map. Painting is also algorithmic, something like warcraft3's painting tool but I believe they use multiple passes or multiple texture stages for rendering terrain, which achieve a more natural feel to their terrain. I use one pass, one texture but I would like to get a more natural feel to the terrain without compromising that much efficiency. Any suggestions? Here's what my engine looks like right now:
[Edited by - Wicked Ewok on November 16, 2004 1:04:40 AM]
[Edited by - Wicked Ewok on November 16, 2004 1:04:40 AM]




