Jump to content

Advanced terrain texture blending


Recommended Posts

It wont, unfortunately.

It has to be updated, when either DX11 goes in or PBS. Actually, it might be enough with the deferred shading feature that went in a while a go, but I haven't checked up on that.


A little background, the issue was that too much information was lost between texture passes, since the passes used RGB for color and A for blending info, there wasn't a channel free for the heightmap info.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Create New...