I spent a little while playing with the texture shaders and scaling, and it looks a bit better now. For reference, the world is 500×500km at the moment. Yes, km
. If that wasn’t enough, the size of the final world will be 6x that - I’m only using one face of the cube that deforms into a sphere at the moment.
Look carefully at the second to last picture below - it has a little white dot in the middle. That’s a 1m3 cube - so, about the size of a (short) player. That should give a sense of scale.
There’s still a bunch of things that need attention, obviously. My TODO list for the terrain renderer currently looks like this:
- Fix terrain gaps (again!).
- Add continuous ‘blending’ to the height, so new LOD levels don’t ‘pop’ in and look ugly.
- Make it not look hideous from orbit. Probably just need to fix the artifacts where the water hits the land and it’ll look OK.
- More textures / texture detail / texture variation. This will not play nicely with my minimum hardware requirement of an Nvidia 5200FX though (ie: my work machine).
- Frustrum culling to improve the FPS.
Other than that, I’m quite pleased. It’s come a long way from a couple months back, considering I only hack on this as a break from more important work
.







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