Since my last post I’ve intergrated the new perlin noise system into the graphical renderer, and it works very nicely, fixing a lot of my problems
This evening I implemented (very basic) texture splatting in a GLSL pixel shader. The textures themselves are some random files I had sitting around, and aren’t exactly scaled right, so it still looks a bit odd. A lot of it is working now, however - some slightly better texture choices and scales and it should look pretty good
I also fixed the gaps in between texture patches, although I suspect their texture coordinates aren’t working quite right yet…



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