Thanks! It would probably look better if the textures I used were more varied (like little rocks and dirt patches mixed in with the grass). For testing purposes though, it helped me to be able to see exactly where one texture was ending and another one was starting.
Question 1: If the vertex shader modifies the XYZ position of the terrain, how do I recalculate the normal?
Question 2: Is there some way I can get around the need for a predefined shadow map? ( maybe an algorithm for dynamically calculating this in the pixel shader?)
Last edited by Zelek; 03/20/08 03:07.