[gameprogrammer] Re: Texturing large terrain



--- 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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