Distant primitives look very obviously tiled. So I had a bright idea (I think). I want to split the terrain mesh into chunks. I believe the beauty of brute terrains is that the entire terrain is uploaded once into the graphics hardware, now I want to split the beauty of it?
With Splatting
Without Splatting
The whole point of chunking it is so that distant chunks will be rendered using the large diffuse texture and a single pass. Chunks closer to the current view will be rendered using a splatting shader and a number of detail textures. I’m not trying to gain any speed improvements but rather to get rid of the tiling in distant geometry. I’m thinking I should get a trade of by gaining some speed for reducing the number of passes in distant geometry and loosing some speed for sending more batches of geometry so I’m hoping for pretty much the same frame rate as I’m getting now with splatting.
Wish me luck.
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