Triplanar Texturing Terrains in Blitz3D


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I figured one method where this would be much easier as expected and does not require any complex code in applying triplanar texture maps: https://www.blitzcoder.org/forum/topic.php?id=961#6

..since it's been demonstrated that you can do a lot of textures in alpha map splatting, you can just create a weight or texture scale map where there are areas higher than normal and just apply a texture scale ratio depending on the height.

For a more optimized approach, your alpha maps can also be configured already as separate texture regions, ex (cliff1 textures scale x=1, y=.5, etc.)

still a concept probably a demo is in the works..

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