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Terrain in Leadwerks 3


cassius
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When we get terrain for le3 will it be based on le2 terrain system with its own editor or will it be more like the terrain generater in 3dws?

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The terrain tools will resemble Leadwerks 2 tools, except I'm using a virtual texturing system instead of splatting, so it should remove the limits we had on number of layers.

 

I actually start working on terrain today. The tessellation capabilities of OpenGL 4 will be interesting.

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What do you mean by "virtual texturing system" as opposed to splatting? I'm getting a little nervous here, since tools like World Machine give you wonderful splat maps with actual geological meaning (like erosion, deposition etc.) which I would like to continue using in Leadwerks 3.

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This had the negative side effect of only supporting 5 paint layers.

 

That's not fully true, you could use more then 5 textures by having multiple "splat"-maps or split the terrain in chunks where every chunk (16x16 or 32x32 usually) can have his own 5 textures.

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Raster,

What do you mean by "virtual texturing system" as opposed to splatting? I'm getting a little nervous here, since tools like World Machine give you wonderful splat maps with actual geological meaning (like erosion, deposition etc.) which I would like to continue using in Leadwerks 3.

The appearance will be the same (if done right) but internally the rendering is handle differently. This could allow a lot more texture layers without being limited by the GPU number of texture slots.
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I am VERY excited the hear this. GO JOSH!

 

Can't wait for it to come out. Is there a way to get push notifications when a new version of leadwerks 3 comes out?

 

Right now I just have to run the updater to see if there is anything new?

 

Mike

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