[gameprogrammer] Re: Texturing large terrain

Vince escribió:
> I have a script that takes an 8 bit heightmap and a list of height ranges 
> with textures for each.  It outputs a static mesh file that I can load into 
> my 3d framework along with a couple of procedurally blended transition 
> textures.  This looks nice, but it's very repetitive and the elevation levels 
> are really only useful for moving from plains to mountains and so forth.
> I'm to a point where I'm going to want some detail textures on top of the 
> base terrain, things like roads, clearings, etc.  In Blender I can make a 
> nice terrain, put a tiled grass texture on it and then paint dirt where I 
> want using a single alpha map for blending.  From there I can add as many 
> modification layers as I want so I might have a layer for extra terrain 
> detail and a layer for roads.  I can then bake that into a single large 
> texture.
> 
> I guess my question is, what's the best way to go about this?  Ultimately I 
> intend to procedurally chunk up the terrain so that it can be culled, so just 
> making a single texture per chunk could work, but that means my texture 
> memory for terrain is going to be much higher and will increase in size with 
> the terrain, not to mention I think that will make my mipmap transitions look 
> more obvious and unnatural.
> I've seen some techniques for splatting using shaders or multitexture as 
> well, but it looks like I have to have one alpha map per transition.
> Has anyone dealt with this?  What kind of solution would you all suggest?
> 
> 

The alpha maps+shaders are the solution I have seen. Im using Ogre and a
Cg shader that takes up to 8 splatting textures and 2 alpha maps to produce
a textured terrain. I would recommend you studyind this solution.


-- 
Roger D. Vargas
Gentoo Linux 2008.0
http://gpnfn.blogspot.com, The news for game programming newbies

                
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