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(removing the sides of the cube does not count) Sorry dude, that is what you have to do if you want this to be efficient and work every time. The reason you're getting those lines is slight depth buffer inconsistencies (also known as z-fighting). The sides of the blocks are almost at exactly the same depth as the tops of the nearer blocks. Ideally, in ...


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The way Google does it The way Google Maps does it, is indeed by having multiple levels of detail. Moving through these levels, tiles will get smaller and smaller. Fitting a 2k texture on a tile that contains a full continent, will give you less detail than fitting a 2k texture on a tile that contains a small neighbourhood with only a few roads. It is ...


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If you want to space game where you can get close to the planets you actually need to model the planets in a significant more realistic fashion, just using one humongous texture is not going to cut it. Now it really depends on the level of fidelity on what you want to do. But the problem with the scale of planets, when they fill your almost your entire ...


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Where could I find good HLSL tutorials? Reimer's Two ways off the top of my head: Light volume After rendering, switch to a flashlight shader and draw a cone (some triangles), with the tip located at the camera's position and the circular base pointing in the camera's forward direction, with arbitrary dimensions. You literally render a cone containing ...


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I've already answered a similar question, with identical goals, over on Stack Overflow I'll repost it here for convinience: (NB - all code is written and tested in Java) This image shows the top left corner of a hexagonal grid and overlaid is a blue square grid. It is easy to find which of the squares a point is inside and this would give a rough ...



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