[gameprogrammer] Re: Texturing large terrain
- From: Vince <uberneen@xxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Thu, 11 Jun 2009 21:48:02 -0700 (PDT)
--- On Fri, 6/12/09, Casey O'Donnell <caseyodonnell@xxxxxxxxx> wrote:
> From: Casey O'Donnell <caseyodonnell@xxxxxxxxx>
> Subject: [gameprogrammer] Re: Texturing large terrain
> To: gameprogrammer@xxxxxxxxxxxxx
> Date: Friday, June 12, 2009, 2:03 AM
> On Thu, Jun 11, 2009 at 6:41 PM,
> Roger Durañona Vargas<luo_hei@xxxxxxxx>
> wrote:
> > 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.
> >
>
> Though Roger didn't provide a link to the solution he
> recommend you
> study, I've pasted it here:
> http://www.ogre3d.org/wiki/index.php/Terrain_Alphasplat_Shader
>
> Best.
> Casey
>
> --
> Casey O'Donnell, Ph.D.
> Assistant Professor, Department of Telecommunications
> Grady College, University of Georgia
>
> http://www.caseyodonnell.org
>
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>
>
I appreciate feedback from both of you.
I'm loathe to use Ogre3d as I'm stubbornly re-inventing some wheels for
educational purposes, but I'll investigate the shader technique and see how
easily it can be applied to my existing framework. I've used GLSL but I
haven't messed with CG because I thought it might not be compatible with
non-Nvidia cards. Is that truly the case?
It seems to me that I could also use the alpha maps I'm using for the shader
with my generation script and just pre-process the whole thing, outputting
transition textures and applying rotated UV's so I only have a couple of extra
textures per transition and can cater to older hardware.
Vince~
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