As I described in my previous post I was working on marching cubes terrain. This time the texture stretching is fixed by generating texture coordinates from the 3D position and normal. This simply is the (y-axis is the up-vector), xz * normal.y + xy * normal.z + zy * normal.x. With 2 textures to splat this requires 6 texture look-ups.
Also I added cpu tessellation. The terrain size for this post is a bit smaller, but triangle count is far higher. Next step is to fix geomipmapping to reduce triangle count.
Here are some new screenshots. Also mind the”buggy” ones :).