Terrain At4
It is feasible to use a reduced resolution collision heightfield (e.g. zero.5x render decision) to save lots of on memory requirements for large Landscape terrains. The collision and render elements for distant Landscapes can be streamed out using the level streaming system. LODs for Landscape terrains are handled using standard Texture mipmaps. Each mipmap is a level of element and the mipmap to pattern can be specified utilizing the text2Dlod HLSL instruction. On most platforms, the Landscape system stores the render knowledge for the terrain in Textures in GPU reminiscence, allowing data to be appeared up in the vertex shader. Additionally, if the Retopologize tool is being used, another 32-bit Texture will retailer the X and Y offsets.
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