Original Post
I have seen a lot of information floating around the net on how to generate dynamic LOD meshes from heightmaps, etc... etc...
What I haven''t found a lot of information on is texturing the terrain.
I have the following questions:
1. What are some ways of texturing terrain that allows for seamless transitions between various textures (grass, dirt, rock, etc...)
2. What are ways of storing what textures should go where on a terrain map (maybe a seperate map corresponding to the heightmap that dictates what textures to draw where)
And while we''re at it:
1. What are the best terrain generating algorithms out there (Quadtrees vs. ROAM vs. Binary triangle trees, etc...)
2. How to add effects like water to the terrain.
3. Brainstorms on how to add overhangs and caves, etc... to the terrain.. oh, and sharp drop offs (like the cliffs of Dover) without having to have rediculously large heightmaps.
Basically any and all information I can get on terrain engines would be usefull (especially the texturing question)
Thanks in advance,
Galshin
