Questions tagged [terrain-rendering]
Terrain rendering is the visual representation of 2D or 3D landscapes.
155
questions
1
vote
1
answer
35
views
Having a Logic Error in my tile rendering code
I am a novice programmer.
In my program, I can render a 5000 x 500 map, but it renders incorrectly, instead of this :
,,~,,,,~,,,,,~,~,,,,,~~,,,~,,,~,,,~,,~~~,~~~,,,~,,,,~,~,,,~~,~,,~,~,~~,~,,,,,~,,~~,...
2
votes
1
answer
79
views
How to get rid of intersections between terrain and road strip drawn on top?
When I draw a road as is (stencil:off, depth:on,less), the results are like this - ;
Then I tried adding stencil a test for the road:
...
0
votes
0
answers
53
views
Painting grass and trees on other meshes with Unity terrain
I'm trying to work out a way to add terrain details such as grass and possibly even trees to meshes like rocks and cliffs. I'm just assuming that I might be able to add the meshes to the terrain ...
0
votes
0
answers
86
views
Python Opengl Procedural Terrain Rendering
I am rendering procedural terrain in Python using OpenGL. Once generated, data for each terrain tile is stored in lists. However currently I am only getting around 25fps despite rendering only around ...
1
vote
0
answers
51
views
Determine terrain color based on slope and height with many types of terrain
I've got a specific problem. Take this as a challenge, if you will.
I have a 3D mesh representing a cliffy terrain. It's constructed from a simple height map.
The goal is to determine what type of ...
2
votes
1
answer
153
views
How to best select a texture pair to use in height blending when using a splatmap shader
In my project, I'm implementing a shader to combine up to 4 textures in a terrain using a splatmap texture (https://en.wikipedia.org/wiki/Texture_splatting).
I want to combine the splatmap blending ...
0
votes
0
answers
83
views
LibGDX - Render texture background twisted
I am developing a 2D survival game. In these days, without make some features, I am fixing some bug. There is one which I got stuck on: my map has a background made with grass, earth, desert, water ...
0
votes
1
answer
111
views
How would I go about coloring marching cubes terrain?
I'm making a game with marching cubes terrain (I know very original idea) and I don't exactly know how to color it. I have a system to do it, I just need to know how to interpolate it where it's not ...
3
votes
1
answer
308
views
How to draw grass sprites without using gameobjects?
I am making a rimworld-like procedurally generated 2D game using Unity's tilemap system.
Just like tiles, I also have to procedurally generate grass and trees. Each grass instance should have logic ...
0
votes
1
answer
145
views
Extend distance for rendering grass and tree objects on terrain
I am trying to make an adventure game with a big landscape (made the terrain with terrain tools) with 3D models of grass (that I placed using terrain tools) but it only shows the grass/trees that are ...
0
votes
1
answer
810
views
How to create terrain made of small tiles?
The terrain in my game must be created using tiled assets. I have unique textures for each tile (all with the same height and width that can be used to compose the terrain) and the information of each ...
0
votes
1
answer
309
views
Ray casting through terrain mesh + Octree ( Mesh collision )
I'm currently in development of a terrain editor which i will use for my game. One thing that is partially stopping my development is that I don't have collision detection implemented between mouse ...
0
votes
0
answers
259
views
Terrain deformation via mouse in real time using OpenGL
The main problem I’m facing is how I can, given a spot on a terrain mesh (x and z coordinates) change the mesh so that the surrounding points also change height but will be less affected. What’s ...
0
votes
1
answer
44
views
Proper way to supply different textures and multiply matrices for thousand of terrain meshes
What I have
Terrain chunks of size 64x64 meters in a custom format
PVR textures
OpenGLES2 renderer
GLSL shader
None of the above can be changed in any way, i.e. I can't modify the existing code of ...
1
vote
0
answers
85
views
Trying to Rotate terrain
I'm new to OpenGL and don't really know how to rotate a terrain. For my graphics class, I have a project I need to do that is making a tire using OpenGL and work that we done in class (my framework is ...
0
votes
0
answers
284
views
Rendering detailed martian terrain for an RTS
I am trying to develop a RTS game that has:
Various planets
Each planet topology could vary between chock full of craters, to smooth hills and mountains planets
In sum each "biome" should be unique-...
0
votes
1
answer
98
views
Flat shaded triangles using the ModelBuilder?
I decided to give the ModelBuilder a try but I cannot get rid of the smoothing of my terrain. So what I tried:
Create each triangle individually with there own ...
2
votes
1
answer
2k
views
Unity Seamless Terrain
I am programmatically generating terrain using unity's terrain object and assigning height maps to it via the terrainData, the problem is that there are seams even when using the GroupingId(which is ...
5
votes
3
answers
2k
views
How can I smooth my voxels similar to 7 Days to Die?
7 Days to Die is a voxel space game like Minecraft. However unlike Minecraft, the ground blocks, sand, ore and stone are smoothed so they blend into each other and hills and tunnels appear more ...
0
votes
0
answers
148
views
Help understanding Accidental Noise Gradient function
Background:
I am trying to create a set of functions to manipulate noise, similar to Libnoise, Fastnoise and the Accidental Noise Library. The end goal is to produce terrain.
As recommended by ...
5
votes
2
answers
2k
views
How to make procedurally generated terrain look realistic
I generated a terrain using a technique from this blog post, everything worked well and I got the wanted result.
This is what my generated island looks like:
As you can see the terrain have a polygon ...
2
votes
2
answers
102
views
Midpoint displacement generating unsatisfactory terrain
Following this lesson for implementing mid-point displacement algorithm for terrain generation. I aim at generating a wavefront(obj) file of the terrain
I have an array of dimension (2^n + 1) x (2^n +...
0
votes
1
answer
424
views
Performance of delta force-esque voxel terrain
I've been reading about voxel terrain lately and often see people asserting that it will absolutely kill performance.
What I don't understand is how games like Delta Force managed to have smooth ...
3
votes
2
answers
628
views
Procedural terrain generation is very slow
I've been trying to create procedural generated 2d terrain (similar to a game like Terraria) using Simplex noise. I was able to get the noise function working, and I set up a grid of 16 by 16 tiles ...
1
vote
1
answer
159
views
How to create soft gradient texture
I'm currently testing out Unity 3D and one of the things I can not figure out, is how to create textures that are what I would describe as "Soft Gradient".
Here is an image of what I would describe ...
0
votes
1
answer
486
views
How to generate or smooth really large procedural terrain?
I'm currently trying to generate a really large procedural terrain in WebGL. I use a quadtree for LOD and plan to generate 1 heightmap for each quadtree node (terrain patch).
The heightmaps are ...
1
vote
0
answers
188
views
Is Quadtree Terrain Decimation applicable today?
It all started from that page.
https://www.gamasutra.com/view/feature/131841/continuous_lod_terrain_meshing_.php?print=1
I didn't quite got what it was all about, so I've looked at this.
https://www....
1
vote
3
answers
828
views
SRTM data represented in 3D using Unity Terrain
I am new to using Terrain height maps in Unity.
I'm trying to use real-world terrain height data, using sources including:
The US Geological Survey (files like N24E054.hgt)
Google Maps (SRTM hdr ...
3
votes
1
answer
231
views
Render moveable entities into 3D isometric world?
I have a separate list of moveable entities, and then the regular 3D map, represented by a 2D array of stacks of tiles. My problem is that right now, I'm rendering my moveable entities after the map, ...
1
vote
1
answer
2k
views
Error code 1282 when calling glDrawElements
I am trying to render my terrain using an EBO, but the function glDrawElements returns an error (1282). I tried to find out what ...
0
votes
1
answer
192
views
Swapping out Vertex Buffer Necessary for Terrain LOD?
I am using Directx 11 to try and implement terrain level-of-detail.
I am trying the idea represented in this tutorial:
http://www.rastertek.com/tertut18.html
Which is split your terrain into nodes, ...
0
votes
0
answers
73
views
offset texture attached to frameBuffer to render panorama
I would like to pre-render horizon of large landscape to texture and than paste it as cylindrical screen around the camera (to accelerate rendering of distant details)
Easiest would be make 8-gon ...
2
votes
1
answer
130
views
Working in large play-area maps, what are the performance and practical differences between Unreal Terrain and a subdivided OBJ mesh terrain?
I've managed to reliably use SRTM Geotiff Raster Data with some modifications to create decent terrains in unreal, but there is a small problem with how I go about city-building when I'm not using the ...
0
votes
1
answer
60
views
Terrain Rendering/Update Failure Python 3.x
I have begun to create a procedurally generated RPG using Python, and I am having trouble with rendering the terrain.
What is happening:
I generate some terrain from some files, or create/save new ...
1
vote
0
answers
83
views
How to fix this terrain behavior?
EDIT: This is for In game Terraforming, kind of like in life is feudal. https://www.google.com/search?q=life+is+feudal+terraforming&rlz=1C1CHBF_enUS792US792&source=lnms&tbm=isch&sa=X&...
3
votes
1
answer
261
views
Effective & Efficient Way to Simulate a Desert
Introduction
I hope that this question isn't too broad, my apologies if it is. Anyway, getting to the point, our video game is set in ancient Egypt and, to nobody's surprise I'm sure, Egypt has a lot ...
1
vote
0
answers
722
views
Large Scale GIS in a AAA-Quality Game Engine? (Unreal, Cryengine, Unity, Etc.)
I am working on a new simulation project that requires large scale, real-world terrain and imagery (GIS). By large scale, I mean that I would like to support databases that cover something on the ...
0
votes
1
answer
54
views
Infinite sidescrolling terrain in Unity
I am trying to create a horizontal line at the center of the screen that goes infinitely. I could make the line short and move it with the camera but the shape of my line actually changes as you ...
0
votes
0
answers
1k
views
Create a 2D spline-based Terrain in Unity3D
I want a 2d terrain in Unity that can be edited in Scene view. I have come across a github repository which nearly serves my requirements, but I am not sure what exactly I can do to make it have ...
4
votes
2
answers
630
views
DirectX11 - Color Interpolation Along Quad Diagonal
Imagine that we have a vertex structure that looks like this:
struct Vertex
{
XMFLOAT3 position;
XMFLOAT4 color;
};
The vertex shader looks like this:
<...
0
votes
0
answers
196
views
Level editing using a 2D map for a 3D game
We're trying to make a level editor for a 3D game that involves walking around outdoor environments. In many ways a heightmap satisfies the game's needs, but it also falls short in several ways, so we'...
-1
votes
1
answer
863
views
Implementing an open world environment
Lets say my engine supports a "Model" with a position in the world, hitbox and the data to paint in the render method. Should an open world map be a "Model"? How do I render only part of it in order ...
0
votes
1
answer
656
views
Generation of a moon terrain
I am making a small game like Kerbal Space Program. What I do is when I am over a certain height, I render the planet or moon as a sphere. Each planet or moon will have a generation seed to generate ...
3
votes
1
answer
699
views
How to make this generated terrain flat-shaded?
I'm generating a relatively low-poly terrain for my game using the code below:
...
1
vote
1
answer
450
views
Procedurally generated satellite view textures for large landmass rendering
I'm rendering a big land mass to be viewed from high altitude (40+ km), so I need satellite view style textures to be generated on the fly. The per vertex attributes I've got are:
Biome (forest, snow,...
8
votes
3
answers
2k
views
Noisy edges, smoothing out edges between faces via fragment shader
I have a generated terrain, with hexagonal geometry, as per screenshot below:
I then generate biomes, but as you can see the borders between them are really ugly and straight. To hide that hexagonal ...
1
vote
2
answers
269
views
How to solve problem with Terrain Flashing and then disappears when flying away?
I am making flight simulator( my first Unity project) , the biggest challenge so far is terrain, so whenever I fly away from it (not that far) the terrain starts flashing and disappears which is just ...
1
vote
1
answer
835
views
Unity 5 skybox reflection on terrain
I begin to use Unity 5. I added a terrain and a skybox in my game but there is always reflection of sky on my terrain. As you see in the picture. I added texture to solve the problem. But the ...
3
votes
2
answers
4k
views
How to smooth terrain to lower polygon count?
I'm using Unity.
I've created a simple Beach using Terrain editor.
The problem is that Stats show me already a lot of Triangles only for Terrain renderer: 40K .
So my question is: how can I create ...
1
vote
1
answer
206
views
Multiple buffers and calling glBufferSubData
Originally asked this on Computer Graphics, but it might fit in better here.
In my project, for convenience I would like to use many buffers.
Many buffers in my case means 50-100 terrain patches ...