When dealing with Terrain, tools typically offer deformation capabilities, allowing users to adjust its undulations. However, these functionalities often limit adjustments to height alone, constraining the representation of the terrain. Consequently, this can lead to texture stretching issues. Therefore, to address these issues, people often need to add additional terrain features. However, doing so may introduce transition problems at the boundaries between the Terrain and the added features.
When dealing with rivers or lakes, terrain tools are typically used to excavate the water bodies. However, if we focus on the details of their edges, it is often necessary to provide additional shoreline meshes for processing. This can also result in transition issues at the boundaries between the terrain and the water bodies.
Since the current designs are all based on mobile platforms, with a predominant top-down perspective, the terrain essentially appears flat. Hence, the idea arose to use mountains and riverbeds to create variations in elevation. The biggest remaining challenge then becomes how to handle the transitions at the edges effectively.
Furthermore, for mobile platforms, a large amount of grid data can potentially lead to performance issues. Through the aforementioned approach, we can address this problem. Essentially, the terrain is treated as a quad, with higher grid data only applied to mountains and riverbeds within the visible range.
Another common issue with Terrain is the repetitive tiling of textures. All the aforementioned related problems have been addressed in FastScene, where you can find solutions to them.
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