If you could define N multiple textures overtextures, you would get N^2 possible textures, which would really break up the patterns for a small memory cost.

And while you're on the subject of "We should try", I've always wondered about using multitextures with the top one off the ground. You could put stuff like bushes, forrest canopies and maybe rooftops in them and really improve your sense of altitude for VFR. You could even define different altitudes based on the terrain type. It would be really helpful to see the treetops on either side of the runway go by as you approach a touchdown. Of course, they would disappear at eye level on flat ground but it's a start. I also wonder what the effect of bump-mapping the ground would be.

Josh

Christian Mayer wrote:

Paul Surgeon schrieb:

I made a tilable grass texture today.


It looks great


If anyone likes it and wants to use for some part of FG then let me know and I'll e-mail it to you. 1024x1024 RGB - 3MB


1024x1024 is *extremly* big for such a texture!

We should try to render our terrain with multitextures. So we can have a small hi-res noisy texture for the details and a big low-res texture for the general appearance. Then we'd only need a fraction of that texture size!

CU,
Christian


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