This is my first try at a terrain system in xna. It uses a quadtree approach to speed up rendering. The terrain shown here is 2048x2048 in size. The entire terrain is rendered using a 16x16 grid mesh at a time, streched to varying sizes. It samples from a height texture in the vertex shader to build the geometry. It reads the normals from another texture and reads from a third texture to blend between the dirt and grass texture. A depth map is also rendered to be used for the shadowmapping. The terrain is modified and painted in realtime and the light is rotated and elavated.
this looks awesome!
digitalhoax 1 year ago
hey i need help in XNA could you help me?
ericrulz 2 years ago
Good work
gavaiken 2 years ago