Using a mesh for the cliff face turned out to be quite a bit more difficult than I originally thought. It’s finally working, though still incomplete. I’m not sure its worth the processing requirements and complexity it adds. I’ll probably disable it and decide later. Using a mesh means the cliff can have nice crevices that match the texture mapping, and have little ledges and rocks poking out. Otherwise without using a mesh, I’ll add some variation to make it look less rigid, but the texture wont match the mesh as nicely.
Other problems that this approach presents:
- The cliff model would not be able to wrap around a raised plateau without a geometry seam (potentially showing through to the void below)
- Matching the cliff model offset between terrain chunks is very complicated and unlikely to ever work completely (nasty geometry seams between each chunk)
- Floating point errors cause holes in the geometry or can potentially crash the game
- The cliffs are significantly higher poly
- A mesh should be made for each cliff type, adding to the workload