Last 2 weeks
- implemented 3rd method for shading - using normal maps in vertex shader. VS fetches normal map and sends normal to PS. Probably the fastest solution and results are good. (Final shading comparison will be made after implementation of synthesized terrain)
- studied several methods for terrain synthesizing on GPU (noise or auxiliary function, fractal noise, Perlin noise)
- rewritten clipmap code for height values source other than heightmap. Now it is possible to choose number of synthesized levels that will be added to arbitrary number of heightmap levels (coarse to fine - synthesized levels are finer)
Next 2 weeks
- synthesized terrain prerequisities - prepare textures for noise generation, finest heihtmap level as base texture
- GPU shader program for synthesizing
- try to ensure smooth transition between real and synthesized terrain