Archive for the ‘alpha blending’ tag
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
Added trivial texture mapping and 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: