Spline mesh based skids rendering into the virtual texturing, colour of the skids will be changed based on wheel colour eventually but for now it’ll remain grey-black! :) #gamedev #unrealengine #UE5 #bricktropolis #splines #virtualtextures #blueprints
#blueprints #virtualtextures #splines #bricktropolis #UE5 #unrealengine #gamedev
Using 32 bits per channel in the indirection buffer enables trees with 31 levels. On the Earth, 31-level tiles cover less than 1 sq. cm, which, with tile resolutions over 10x10, provides sub-mm resolution.
In the video, the tree has 10 levels.
#GaiaSky #SVT #SparseVirtualTextures #VirtualTextures #OpenGL #graphics #ComputerGraphics #Programming
#gaiasky #svt #sparsevirtualtextures #virtualtextures #opengl #graphics #computergraphics #programming
Sparse virtual textures are now working, with no filtering artifacts and properly mipmapped indirection buffer. Some rendering artifacts still remain, but hopefully we can iron them out.
#GaiaSky #SVT #rendering #OpenGL #virtualtextures
#gaiasky #svt #rendering #opengl #virtualtextures