Features / Description
A standard way of rendering terrain in games is to blend diffuse textures together using a mask texture to control which textures are visible. Depending on the number of textures being combined, this can potentially be a fairly time consuming process due to the large number of texture samples required. This sample shows that by taking advantage of the fact that the terrain is static, the compositing operation does not need to be done on a frame by frame basis and can instead be pre-computed asynchronously on the CPU on an as-needed basis.
This software is subject to the U.S. Export Administration Regulations and other U.S. law, and may not be exported or re-exported to certain countries (Burma, Cuba, Iran, Libya, North Korea, Sudan, and Syria) or to persons or entities prohibited from receiving U.S. exports (including Denied Parties, Specially Designated Nationals, and entities on the Bureau of Export Administration Entity List or involved with missile technology or nuclear, chemical or biological weapons).