Timeline for DirectX11 - Texturing Terrain Mesh with Shared Vertices
Current License: CC BY-SA 3.0
5 events
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Jan 18, 2017 at 0:05 | comment | added | galop1n | @fighting_falcon93 You can do many things with a shader. You may for example paint the material opacity in the vertex ( it is continuous, no need to cut vertices ) and blend in the pixel shader reading the various texture. Solution are countless here anyway, but the basics, terrain are simple enough to parametrize the uvs. | |
Jan 17, 2017 at 23:20 | comment | added | fighting_falcon93 | Aha, now I understand. Does that technique also work if I want to build a terrain mesh with different kinds of textures in different areas, for instance, sand, grass and rock? | |
Jan 17, 2017 at 23:02 | comment | added | galop1n | @fighting_falcon93 For a terrain mesh, you can generate the texture coordinates from the position ( you could even have only the height and generate the 2D grid location from the vertex ID ). If you want to repeat the texture over the surface, you can set the sampler state to wrap, and just let the hardware loop it for you. | |
Jan 17, 2017 at 22:56 | comment | added | fighting_falcon93 | Thank you very much for your answer. Although, I'm not sure that I understand what you mean. Would you mind explaining it on an easier level? | |
Jan 17, 2017 at 19:02 | history | answered | galop1n | CC BY-SA 3.0 |