First of all, I did not read and decode the fragment shader extension specs right now, I first want to know if they can do what I need ...
Here is the layout :
I have a landscape with two textures : grass and rock.
The way I use these two textures depend on the slope of the terrain. When the terrain is flat, I use the grass texture. The higher the slope is, the more I use the rock texture. On extreme slopes, only the rock texture would be use. So the question is : can this be done with fragment shaders ? The system will have more than two texures, e.g. low altitudes (near the sea) would use a sand texture.
The idea is to enhance a landscape rendering engine to dynamically generate it's textures from a set of base textures and properties (look at the terragen system : www.planetside.co.uk), all this realtime of course.
Any ATI input is welcome
PS : This dev. board is a great idea !
Here is the layout :
I have a landscape with two textures : grass and rock.
The way I use these two textures depend on the slope of the terrain. When the terrain is flat, I use the grass texture. The higher the slope is, the more I use the rock texture. On extreme slopes, only the rock texture would be use. So the question is : can this be done with fragment shaders ? The system will have more than two texures, e.g. low altitudes (near the sea) would use a sand texture.
The idea is to enhance a landscape rendering engine to dynamically generate it's textures from a set of base textures and properties (look at the terragen system : www.planetside.co.uk), all this realtime of course.
Any ATI input is welcome
PS : This dev. board is a great idea !