OpenGL procedural terrain - snowy mountains - tessellation shaders

Опубликовано: 15 Март 2026
на канале: 3D Programming
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More experimenting with different procedural terrain parameters.

I used a 2048x2048 grid mesh displaced according to a perlin noise heightmap. This version uses tessellation shaders to vary the amount of detail shown according to distance to camera.

Done using: C++, modern OpenGL, glm math library, glfw and the amazing ImGUI for the UI controls.