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Showing results for tags 'terrain'.
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Hey guys, I'm trying to get the shader for adjusting plane clipping values at runtime. When I do: Material* Mat = terrain->GetMaterial(); I get a null reference What's the correct way of doing that? Also, adding the terrain object to the documentation would be awesome
Hi, I'm new to Leadwerks 3 and I would like to get some help with Terrain painting. My problem is that, when I select the painting tool in terrain editor and I click on a layer, nothing happens, can't paint the terrain. The only thing I can do is to select minimum and maximum slope and height for every layer (texture) and when I sculpt the terrain it change the layer (texture) at some point, but as there is a painting tool to choose I think we can paint the selected texture on the terrain somehow but I don't know how and also can't find tutorials. The only tutorial I find is for Leadwerks 2.x but the terrain painting just don't work that way in v3.2 as I can't choose (assign) layer to paint. Anybody could help me please? Thanks.
Hello all guys! I have created the largest terrain possible in LE which is 4096x4096x10m (in fact, by modifying sbx with notepad, u can make it even larger). On distant locations (relative to origin), I see artifacts on shadow maps and UV assignments as well as geometry degredation which I believe all due to floating point precision loss. Here is the related video, although you can check it out yourself by creating a terrain in Editor. Parts of terrain at locations (0,0,0), (7500,0,7500), (15000,0,15000), (20480,0,20480). : ftp://184.108.40.206/ user : katron pass : katron2012 file : "LE 4096x10m map precision problem - DIVX.avi" What are your comments on this issue ? (One possible dirty solution : I can move the terrain and objects on it instead of moving the cam ) PS: I encountered precision problem on my previous job, where we were implementing a google earth clone 3D app. We were visualising the whole earth along with a tiny house or road sign in the same scene. We solved the issue by utilizing "camera relative rendering" & "using double precision math on vector calculations taking place on cpu" & "enabling consistent floating point mode on direct3D".