Track Detail
With the new track texturing shaders and setup I wanted to make the detail feel much more varied than Rush Rally 3. RR3 simply had textures with road markings baked in which served it's purpose, however the track it self got very repetitive and also it suffered from a lack of definition across the track. I decided I would spend some time writing some more procedural code which laid down markings as you would expect on a road, giving a much more varied look and feel along the length of the track.
Rush Rally has always been about creating optimised render geometry so it can be played on low spec devices, especially hand held devices, and so particular attention to detail has been spent on making the detail textures render in the smallest number of draw calls possible, with the ability to scale down the effect based on the device it is played on.
The great part about this is that I can now create higher definition surfaces, with much more variance on them. Also being procedural means I can simply change the markings easily for any given surface, see the screenshots for a quick change of road markings in the same location.