The terrain rendering tag is used for questions about the creation of terrain.

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0
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2answers
64 views

Render terrains depending of the player position (Chunks)

Well, I have an array with all the terrains. How do I render them? I just add them to a List of terrains that are sent to the Renderer. There, every terrain of the list is rendered. The problem is ...
2
votes
1answer
375 views

Proper updating of GeoClipMaps

I have been working on an implementation of gpu-based geo clip maps, but there is a section of the GPU Gems 2 article that I just can't seem to understand, specifically this paragraph, and more ...
1
vote
1answer
67 views

LibGDX Box2D texture on dynamic generated body

I'm creating a game that is similar to hill climb racing. I've generated the ground and now I want to add texture to the ground. Here is a screenshot of a game Here is my code (I create ground using ...
2
votes
0answers
242 views

Mapping heightmap to spherical clipmap

How would you map the points on a spherical clipmap to a heightmap? My coarsest clipmap has an outer radius of PI and an inner radius of PI/2. My coarsest heightmap goes from -PI, PI on the x axis and ...
1
vote
0answers
259 views

How can I texture a large terrain mesh in OpenGL?

I want to apply a texture to a large terrain mesh in my game. I think that it is just not acceptable to have a gigantic UV map spanning over 4096 x 4096 pixels. What's a better way to apply a texture ...
1
vote
0answers
272 views

Map terrain generation to texture instead of color

I have some terrain being generated using the following algorithm double rand1 = rand.NextDouble() + 1; double rand2 = rand.NextDouble() + 2; double rand3 = rand.NextDouble() + 3; float offset = ...
0
votes
0answers
18 views

LWJGL use only a part of a (blend-Map)

I have the following problem in my game: I created my terrain by an heightmap and a blendMap (for the color). The problem is, that now, when i made the terrain really big, i have a big performance ...