Archive for the ‘alpha blending’ tag

Terrain Rendering Update

without comments

Another update.  Nothing groundbreaking, but some solid progress:

  • Automatically generated “infinite” terrain using multiple frequency Perlin noise
  • A checker map with Perlin noise on one tile, alpha blended texture on the other

Update

Added trivial texture mapping and splatting:

Terrain with grass and direct texture splatting

Unfortunately, without mipmapping support the textures do not look very good at a distance.  Adding texture LOD support to the GLSL shader would be a good next step.

The textures used are from OpenGameArt.org:

Written by arthur

December 27th, 2010 at 6:41 pm