Rendering Terrain Part 27 – Making Things Look Better Last post, I talked about wanting to make things look a bit better by having the… direct3d, direct3d 12, directx, directx 12, height, normal mapping, render, slope, terrain, texture splatting
Rendering Terrain Part 26 – Improving Performance At this point in the project, we have four cascades of shadow maps requiring a render… direct3d, direct3d 12, directx, directx 12, height, normal mapping, render, slope, terrain, Texture2DArray, triplanar mapping
Rendering Terrain Part 25 – Fixing More Bugs with Shadows So I wound up throwing my lower back out earlier this week and didn’t feel like… bug fixes, bugs, Cascaded Shadow Maps, CSM, direct3d, direct3d 12, directx, directx 12, height map, render, shadow map, shadow mapping, terrain
Rendering Terrain Part 24 – Height and Slope Based Normal Mapping I finally figured out blending normal maps, and I’m reasonably happy with the results. First off,… direct3d, direct3d 12, directx, directx 12, height, normal mapping, render, slope, terrain, triplanar mapping