I've been trying to figure out how to do this efficiently as well. I read in other posts that when using multiple terrains or Mesh's there are serious issues with the edges of the terrains and mesh's not lining up properly and a large crack showing.
It would seem as though Blitz already uses the height map information to set the height of the vertex's on the terrain rather then as they come into visible range. If that is correct than one should(in theory) be able to access the heigh map memory and rewrite the values so that the height map memory space is treated as a window of the height map information. You would then shift the existing data and add new data at the approaching edge. This is the basic speed versus amount of memory used trade off. I have not found a way to access the heigh map memory so I havn't tested weather this would be faster than having multiple terrains or mesh's and loading the new mesh data as the player approaches the edge of the old mesh.
Has anyone done a complete testing of the code possibilitys for Infinate or Very Large terraigns?
It would seem as though Blitz already uses the height map information to set the height of the vertex's on the terrain rather then as they come into visible range. If that is correct than one should(in theory) be able to access the heigh map memory and rewrite the values so that the height map memory space is treated as a window of the height map information. You would then shift the existing data and add new data at the approaching edge. This is the basic speed versus amount of memory used trade off. I have not found a way to access the heigh map memory so I havn't tested weather this would be faster than having multiple terrains or mesh's and loading the new mesh data as the player approaches the edge of the old mesh.
Has anyone done a complete testing of the code possibilitys for Infinate or Very Large terraigns?