CPU Texture Compositing

 

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.

CPU Texture Compositing

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