   Detail Texturing Geometry?
  Hii want to restrict the geometry to which detail texturing is applied ( on heightmaps ). Far Cry  seems to have a "circle" around the camera position where it is applied. At first I thought that they just use a "circle" of quads where each point is adjusted in its z value in a vertex shader or something. Tough screenshots prove that this is not the case. (  and  )Does anyone have an idea how they do it / or does anyone have an equally good solution for the problem?Thx [edited by - Dtag on May 29, 2004 10:52:35 AM][edited by - Dtag on May 29, 2004 4:54:54 PM]
  If you don''t mind using an extra texture unit all the time, you can simply make the detail mip-maps fade the detail out (to white, or whatever neutral colour is appropriate). Then just let the mipmapping do the work for you. If you wanted to free up the texture unit for distance stuff you could just detect that the lowest mipmap was being used (like your circle around the player) and disable the detail texture. ;  Well its quite inefficient to render the whole terrain with detail texturing turned on. Also remember that Iam using more than 1 detail-texture for some situations so that would be even more inefficient."for distance stuff you could just detect that the lowest mipmap was being used " How would you want to do that? 