Comments (6)
Hi, @ChaoSXDemon . There is an example project applied by bgfx. You can find it under ThirdParty/bgfx/examples/example27-terrain
in CatDogEngine.sln. Just set it as startup project to run the demo.
It is also recommended to run other examples to be familiar with bgfx at first :)
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- Terrain texturing
- RasterTek has a basic tutorial : https://www.rastertek.com/dx11ter03.html , search
TerrainClass::BuildTerrainModel
in the website. The basic idea is just to treat mesh as triangles to set uv. And the final visual result depends on the actual texture size and texture tiling mode. - Advanced texture tiling mode : bgfx has a new example-49 about hex tiling to reduce the feeling of duplication.
- RasterTek has a basic tutorial : https://www.rastertek.com/dx11ter03.html , search
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- Terrain geometry
- Not useful now. But looks interesting. GPU Gems 3 - Procedural terrain at runtime. https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-1-generating-complex-procedural-terrains-using-gpu
- GPU Pro6 - Dynamic GPU Terrain
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- Terrain rendering
- GPU Gems 2 - gpu clipmap. https://developer.nvidia.com/gpugems/gpugems2/part-i-geometric-complexity/chapter-2-terrain-rendering-using-gpu-based-geometry
- GPU Pro 7 - adaptive virtual texture. Another implementation different with procedural virtual texture.
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- Famous Game Cases:
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This issue is now closed as PR:
https://github.com/CatDogEngine/CatDogEngine/pull/47
has been merged. We will branch into other issues to generate different types of terrain rendering and generation.
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Related Issues (20)
- [spdlog] Waiting for spdlog to update format to avoid warning C4996 HOT 1
- [Resource Level] Resources Manager and meta file
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- ImGuiEnumProperty HOT 3
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- [Lightmap] Bake Tool HOT 7
- [.editorconfig] Add config for different IDEs/developers to use
- [3D Editing] Refine
- [Precompute BRDF] Calcualte preintegrated BRDF for IBL/... in a compute pre-pass
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- [ShaderCrash] Try to re-launch or clean up ..\Projects\Shared\BuiltInShaders\* files temporarily
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- [Shading] Strange normal at UV seams HOT 2
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- [Editor] When using both rotation and scale, the mesh is deformed incorrectly HOT 1
- camera and default entity size
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