Virtual Textures
Thursday, October 2nd, 2008We’ve recently started searching for ways to optimize our terrain renderer. Our current implementation uses material splatting with user specified weights per material, as well as decals for extra details (e.g. roads, foot steps, etc.). For distant terrain we use a base layer, in order to minimize the amount of work required to render the terrain. Here I’ll talk about our attempt on virtual textures, the difficulties we’ve encountered and how we are planning on integrating the technique into the engine.
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