Vixen
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Rendering · guide

Drawing a terrain

A quadtree with a vertex morph, one instanced grid patch, no vertex buffer, and one draw call however many patches it takes.

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  • The terrain heightfield — One grid of 16-bit heights over an authored range, a stack of non-destructive edit layers, the paint channels and the hole mask.
  • Painting a terrain — The four paint tools, the layer weights that sum to one, the reusable ground a layer names, and the undo record that has to hold all of them.
  • Meshes and materials, type by type — Neither word names a type — each names a chain of them, one per stage, plus four subsystems that borrowed the same word.
  • Sculpt and paint mode — The viewport mode the terrain tools live in — two categories sharing the digits, one drag as one undo entry, and the panel as settings objects rather than dialog code.
  • Culling and streaming instances — Per-instance culling and LOD binning inside a batch, per-instance parameters beside the transforms, and a grid that keeps pages resident around whoever is moving.