Searc

Sunday 12 February 2012

More of an update

Well again i thought that this deserves an update, still havent fixed that normal problem , but here it is. I managed to implement a almost identical set of function like libnoise, using libnoise.net as a ref you can find it over at http://libnoisedotnet.codeplex.com/. It works great beacuse i can use it to generate a planet heightmap which warps perfectly around my planet sphere, and look's a hell of a lot better then a few ocatves of fbm. Here are some screenshots of my current progress and also a work in progress shot of me failing to implement slope based terrain texturing (cant win the all in 1 day :) ).

Slope based terrain texturing

And here they are my latest procedural heightmap functions at work, using a bunch of random seed's.





Saturday 11 February 2012

Oh My Days ive finally got it!!

Well this is more of a progress update then a post, i have finally managed to get the cracks fixed perfectly, still need to fix the normal generation but im getting there. Also i have improved the fps alot i get an avarage of 80fps and even 120fps at some points. I realised that i was not generating the patch indexes properly, which was causing them to point to a completely wrong vertex. Ill give ya a few screenshots but nothing major to see just you wont notice any cracks any more. If anybodys got a any good ideas on hiding the lod transition, with the normal calculation let me know at the moment im looking on generating normal maps on a per patch basis.