[gameprogrammer] Re: Texturing large terrain
- From: Roger Durañona Vargas <luo_hei@xxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Thu, 11 Jun 2009 18:41:43 -0400
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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