Texturing a voxel terrain
Posted: Fri Feb 21, 2014 12:52 pm
I am currently working on a voxel terrain (256x256 tiles) split in 256 sectors (16x16 tiles per sector).
Each sector is an independant mesh.
Each tile has it's own type (rock, grass, sand, dirt...).
I want an end result looking like this: http://irrlicht.sourceforge.net/forum/v ... hp?t=38676
I'll load the textures but the "splatter map" texture is going to be created "on the fly" as a procedural texture depending on the sector's tiles, using a shader to splat
What would be the best practice to do that?
How can I avoid problems regarding sectors seams? (example: sector 1-2's right border is grass, sector 2-2's left border is dirt and I don't want a clear separation)
Each sector is an independant mesh.
Each tile has it's own type (rock, grass, sand, dirt...).
I want an end result looking like this: http://irrlicht.sourceforge.net/forum/v ... hp?t=38676
I'll load the textures but the "splatter map" texture is going to be created "on the fly" as a procedural texture depending on the sector's tiles, using a shader to splat
What would be the best practice to do that?
How can I avoid problems regarding sectors seams? (example: sector 1-2's right border is grass, sector 2-2's left border is dirt and I don't want a clear separation)