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There are third party solutions. this code can make terrains of 99,999 meters width, the mountains are any noise formulas, but you can mix 100 noise formulas into one map if you want. for example, in this terrain, the total number of triangles available in a map is between 66million, low resolution, and 200million medium resolution. here is a 66million ...


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It may not be necessary to go the Quadtree route as you're suggesting. How about breaking the problem down into two parts: Store the heightmap data in a 2D array so that nodes can be accessed with O(1) time complexity. Decide how far apart each node is in world-space coordinates. E.g. The coordinate (64, 64) might correspond to the "terrain-space" ...


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I figured out the issue... Instead of incrementing the texture unit every time I created a heightmap, I should have been just been re-using the same texture unit for every heightmap. Thanks for your time!


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Although your question is well formed and the screenshots help a lot understanding the problem, it would be very hard or impossible for others to identify your bug with the given information. It's also hard to tell what more information is needed. Fortunately you are asking how to proceed on debugging the problem, and that is answerable. If a bug is too ...



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