[gameprogrammer] Re: Texturing large terrain
- From: Roger Durañona Vargas <luo_hei@xxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Fri, 12 Jun 2009 07:10:40 -0400
Vince escribió:
>
>
>> 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
>>
>>
>>
>>
>
> 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.
>
I have been using ATI cards for a long time, and the Cg shaders works.
At least, the ones included with Ogre and the add-ons I have used.
--
Roger D. Vargas
Gentoo Linux 2008.0
http://gpnfn.blogspot.com, The news for game programming newbies
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