A terrain rendering approach (part 1)

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

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Debugging graphics code using replacement shaders (Linux, Mesa)

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)