@toerror@mastodon.gamedev.place
Post #1802388
2026-04-29 14:10 UTC
Problem of the day... Compressing height field data as BC4 gives us 4 bits per texel, but you have to normalise the height field. Fine, you say, extract the min / max, normalize the field and then denormalize on render.
The problem comes when you have a large min / max range - like here where there's a sheer cliff included in the terrain patch, the top of the range becomes quantized, presumably because of floating point issues, and we end up with accidental minecraft.
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