Gordon Hempton Posted January 25, 2018 Share Posted January 25, 2018 I am looking to create a ground-type object where each cell contains a different color (driven by a large array of numbers). Ideally the edges of the cells would also be visible. This grid could be upwards of 100x100 and I am trying to think through what would be the right implementation. Options I am thinking of: 1. Create a TiledGround object with 100x100 subdivisions. Each cell would then use a separate submesh/material. This seems excessive and am not sure this will scale well. 2. Store the color of each tile in a texture and use a fragment shader to determine the color based on the pixel location and this texture. This seems like it might be a little more complex. Any have any ideas or can point me in the right direction? Cheers, Quote Link to comment Share on other sites More sharing options...
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