Hi Shahar Kosti:
Hi Sebastian,
Thanks for your response.

What if the data does not fit in a single 2D texture? in the worst case 
scenario, the terrain format would be TXP (i.e. paged) and the additional data 
resolution would be close to the textures resolution.
Is there any way to have a set of hidden textures, and access them in the 
fragment shader?
As you don't provide any exact numbers I can only guess. But usually I'd bind one or more textures per tile of paged set.
Depending on your hardware bind of 8192x8192 textures is no problem.
Can you be a bit more specific on how big the set is?

Also for the hidden textures - I don't really get what you mean. My best guess is, that you mean not displayed. Therefore write a custom fragment shader and bind the data-textures along with you diffuse or whatever textures to the stateset of the tile.

As the fragment shader is fully programmable, it is your choice what is done with the data.

cheers
Sebastian

Shahar


Sebastian Messerschmidt wrote:
Hi Shahar,
If the data is 2D and simply projected to x,y you could use a 2D texture
and sample it per fragment based on generated texture coordinates


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