Answer by Mox
Even if this is possible to solve with shader it is not good approach. You will have overlapping geometry with extra vertices which is not advisable in a sense of performance impact and unpredictable...
View ArticleAnswer by Owen Reynolds
That's pretty much the way terrains are drawn now -- a 512x512 array is used to generate lots of adjacent 16x16 meshes. It's likely you will never see a problem. The main point is, say you have...
View ArticleAnswer by Mox.du
Even if this is possible to solve with shader it is not good approach. You will have overlapping geometry with extra vertices which is not advisable in a sense of performance impact and unpredictable...
View ArticleAnswer by Owen-Reynolds
That's pretty much the way terrains are drawn now -- a 512x512 array is used to generate lots of adjacent 16x16 meshes. It's likely you will never see a problem. The main point is, say you have...
View Article