Thorsten, >A palette of 16 standard terrain textures can be stored in a single 2048x2048 >texture sheet and referenced with a multi-texture coordinate, so we don't >necessarily run out of texture units. A similar palette of overlay textures >for all landclasses can be stored.
You probably want to use 2D array textures where you've got them (all "dx10-class" hardware). This lets you avoid accidental sampling across borders, need for custom mipmap generation, coordinate fixups in the shader, etc. At least 64 layers are required to be supported, which ought to be more than enough. > Which reminds me - is there a performance penalty for using many uniforms? My > impression is not, at least I've never seen any, but it'd be good to have > this confirmed. Yes, there is. It varies wildly across drivers and hardware though. Expect dx9-class hardware to be weirder about this. -- Chris ------------------------------------------------------------------------------ Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. ON SALE this month only -- learn more at: http://p.sf.net/sfu/learnmore_122712 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel