Hi guys,
I want to sculpt a terrain in my program written in c++, DirectX 11.
currently I am having a copy of height map where I am setting vertices height based on sculpting brush I have, which is just a circle with a radius. I am editing height map and then again generating vertex geometry from it and the updating a DYNAMIC vertex buffer, which is eats lots of memory and absolutely not optimized.
I want to do this sculpting on GPU, where I can use alpha terrain map brushes as well as simple brushes with fall off. with a better memory footprint. My height map resolution may go up to 64k x 64k
what is the good approach for it.
I would probably need to read back from gpu to get a final sculpted terrain and do collision detection on it.
My picking algorithm is working correctly but I need to do sculpting on GPU.
please guide …
thanks…!


