There are several methods to create and display a terrain, in real-time. In this post, I will explain the approach I followed on the demo I’m writing for my work at Igalia. Some work is still in progress.
The terrain had to meet the following requirements:
- its size should be arbitrary
- parts outside the viewer’s field of view should be culled
Continue reading A terrain rendering approach (part 1)
Sometimes, when working with the mesa drivers, modifying or replacing a shader might be extremely useful for debugging. Mesa allows users to replace their shaders at runtime without having to change the original code by providing these environment variables:
Continue reading Debugging graphics code using replacement shaders (Linux, Mesa)