odt may not always be the easiest with which to work. Even though many editing tools are out there, not all offer a straightforward tool. We designed DocHub to make editing straightforward, no matter the form format. With DocHub, you can quickly and easily work in texture in odt. On top of that, DocHub gives a variety of other features such as form creation, automation and management, field-compliant eSignature tools, and integrations.
DocHub also allows you to save effort by producing form templates from paperwork that you utilize regularly. On top of that, you can benefit from our numerous integrations that allow you to connect our editor to your most used applications with ease. Such a tool makes it quick and easy to deal with your documents without any slowdowns.
DocHub is a useful tool for personal and corporate use. Not only does it offer a comprehensive set of features for form generation and editing, and eSignature implementation, but it also has a variety of tools that come in handy for developing complex and simple workflows. Anything added to our editor is stored secure according to major industry standards that shield users' data.
Make DocHub your go-to option and streamline your form-centered workflows with ease!
Welcome to episode 4 of Terrain Rendering. In this video were going to take a look at a couple of different ways to add textures to your terrain. Before jumping into the more complex algorithms it makes sense to start by simply throwing a texture on the terrain in the most straightforward way. Just to set up some baseline. Now Im going to assume that you are familiar with how basic texture mapping works in OpenGL so if its not the case then I highly recommend watching my video on this topic. You can find the link in the show notes below. Lets quickly review the required steps. The simplest way to stretch a texture over the entire terrain is to set the UV coordinates to go from 0,0 in the near left corner of the terrain to 1 by 1 on the far right. This is basically a normalized quad. To find the UV coordinates of each vertex in the grid we just need divide X by the width and Z by the depth of the terrain, respectively. In this implementation the grid i