Looks like I’ve got some bug here 🙂
Anyway, I’m done with today. I’ve almost finished my new… “stuff”. First goal was to add further compatibility between terrain generation and ingame datas. For example, to create more or less flat areas where gamers colonies are settled. We won’t ask you to build your city on a deadly mountain rift… !
But this new layer will also improve terrain realism. Well.. I’ll better show you tomorrow!
I had small rendering bugs all along because of my terrain LoD system. When ground tile’s resolution change, it’s almost impossible to match vertices in order to avoid gaps. I had tried so far half a dozen kind of different computations… But while “errors” were camera orientation dependent, I struggled to find a way which didn’t needed for more terrain updates.
So much work for so few pixels… but this issue is now over!
Quite satisfied! I’m almost sure I won’t be able to achieve PSSM texture shadows with hundreds/thousands of trees on a single scene. I decided to add here some ground shadow using vertex normals CPU computation. Result is a GPU free shadow on the whole map. I still have some issues precalculating the exact position of future trees, and shadows are nothing but blured spots… but it should fit quite enough for distant shadows, and for low-end GPU cards.
At last! Since the beginning I had a crappy diffuse with terrain normals – which induce a kind of face pixelization at far distance. Today I decided to completely cleanup my face normal process in order to add smoother transitions. That’s nothing but a normal interpolation (yep, I still do love interpolation), but the real stuff was to calculate vectors average on tile borders when further faces don’t exist yet
May look weid… But everything is fine here!
Tiles level of detail in action. Sorry… it might be something beautiful only for my own eyes^^