thx.
The screenshot wasn't build to be very nice, it should only show how the terrainsystem works. eg: I have build in a function to get the TerrainY and also a function to create a colormap based on provided textures.
Also the water is a GLSL shader, and while implementing it I had have a nice Idea about an additional Material system, where there will be later shader based materials like glass,mirror, water etc. . It will then work like this:
TMaterial is the main type, then Materials like TGlassshader are derived from it and updated automatically.
PS: the screenshot includes around 6000 foliage objects and a non LOD Terrain with shaderwater and runs at least on my system with smoothly 80 fps.
The screenshot wasn't build to be very nice, it should only show how the terrainsystem works. eg: I have build in a function to get the TerrainY and also a function to create a colormap based on provided textures.
Also the water is a GLSL shader, and while implementing it I had have a nice Idea about an additional Material system, where there will be later shader based materials like glass,mirror, water etc. . It will then work like this:
TMaterial is the main type, then Materials like TGlassshader are derived from it and updated automatically.
PS: the screenshot includes around 6000 foliage objects and a non LOD Terrain with shaderwater and runs at least on my system with smoothly 80 fps.