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GPU Clipmap Progress

This week we’ve worked on getting clipmaps to work on the GPU using vertex textures for the heightmap data. The results are alright, and different clipmap levels are blended together pretty good. However there are some small artifacts visible between them.

I’ve started working on getting normals working. At the moment they’re calculated for every vertex by sampling nearby heights every frame in the vertex shader. It could be improved by having a normal texture for each clipmap level.

Terrain without normals.
Plain texturized terrain
Terrain normals, world space.

That is all for now

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