I'm getting issues with moire' patterns from tiled seamless ground textures when large amounts of the ground mesh are visible.
My workaround to date has been to use sets of 4 ground texture tiles, and assign each 10 foot ground quad one of four texture tiles at random. to create the tiles, i create a seamless texture for the first, and the rest are copies of the first with different images in the centers, so the edges still match. This works ok, but i was wondering if there was another way, such as sampling a single texture at two different scales and offsets and blending the results.
say i have a seamless texture per quad, then blend a second copy of that texture over say 4 quads. that's should cut Moire' in half. with 3 blends that don't repeat for 100 feet or so, i might be ok.
i'm thinking calculate a second set of UV's based on position, something like:
u2 = ((int)(pos.x/10.0f) % 4)*0.25f
v2 = ((int)(pos.z/10.0f) % 4)*0.25f
this assumes VS_3_0 supports stuff likes ints and mod - i have yet to find out.
what about texture splatting to break things up a bit?