Big Terrain: Now With Skirts!

December 5, 2011 Algorithmic Art 0 Comments

Still working with the new terrain engine. I've decided that overlapping and praying just isn't the right approach - it's way too fragile. Constants like overlap factor and skirt displacement have to be tweaked to perfection in order to get a non-cracked terrain. Rather than spend my time searching for the perfect constants, I've opted for a more fool-proof approach: skirting.

So far, I'm extremely pleased with the results. After fooling with normals and texture coordinates for a bit, I've reached a point where I can't see any anomalies in distant terrain, other than discontinuous normals. Of course, the discontinuous normal problem is a common one and should be easy enough to fix.

When I get some more time, I'll start the arduous process of making it adaptive. Luckily, I expect to face far fewer threading errors this time, since the tiles operate totally independently of one another.