Remove Alpha Remove Graphics Remove Terrain Remove Texture
article thumbnail

D2 log 074 – New level format

Catnip Games

The graphics backend rewrite took a while. Everything is just one big texture. I export the rendered terrain from Blender as a RGBA image but with alpha value set to depth. The custom terrain shader uses the z-channel to draw water in lower areas of the level. However, the situation is now good.

Terrain 52
article thumbnail

Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. This is mostly caused by the state changes done between the draw calls (such as switching to a different Material), which causes resource-intensive validation and translation steps in the graphics driver.   It was easy to set up and on low cost.

Mesh 52
article thumbnail

Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

makes up for it by providing an extremely powerful default material (which supports detail textures, triplanar mapping and other nice features) and an extremely easy-to-use shader language. It parses your code and automatically understands what you are trying to do (such as writing to alpha for transparency, reading from screen, etc.)

Render 52