Nathan Pointer
Nathan Pointer
This would help reduce texture stretching on part of the terrain with extreme hight differentials
Would be cool if you could provide arbitrary material shaders to be associated with each splat channel instead of predefined textures.
Component for scattering objects like rocks or trees on the terrain based on a weighted texture
using a BTree + based longest edge subdivision would allow for dynamically controlling mesh density either by distance from camera or some other criteria while avoiding gaps caused by T-junctions...
Would be nice if there were examples or helpful components for adding collision detection and or generating a navmesh for ai agents
Grass or rocks should be displaceable to add additional details. Doing to performantly is dependent on [adaptive mesh density.](https://github.com/nwpointer/three-landscape/issues/12) alternatively instead of actually displacing the objects, use parallax occlusion.
useful for simulating the curvature of the earth.
helper to tile a terrain sector in an grid, using mirroring to avoid sharp edged between sectors. usefull for faking infinite terrain in self similar environments (mountains, sand dunes etc)
Texture atlas are single files with multiple textures in them. This will be helpful if you are nearing the 16 texture per material limit or trying to reduce total number...