Texture Mapped Highmaps #7
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Reference: wanp/townengine#7
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Outcast-like:
It's pretty simple to implement, you only need to project rays coming out of screen fragments in Bresenham's line algorithm.
For integration with OpenGL, we might read depth texture that comes after
space
pass, so that we know which fragments to writable for terrain. Then stream resulted texture to a screen quad to draw.