The terrain itself is multi-textured.  The textures are man-made, of artist origin, a'la Photoshop.  The repeat ratios are also man generated. :-)
There is no shadow map in this example.  The terrain is being dynamically shaded for this test.  In the final version, it will NOT be dynamically shaded, it will use a shadow map, but NOT for texturing.  We are generating the shadow map in Maya, from the original terrain height field.  The shadow map will then be hand modified if needed and used to generate vertex colors for the terrain.
The final combination is as follows:

Auto applied detail texture at high repeat for on terrain detail
Multiple other textures auto applied based on a man modified and/or machine generated texture-by-height image map.
Vertex colors set by another image map also Maya generated and modified by hand as needed.
Finally, cultural features are auto "planted" based on some placement data and the original height field.

In the second phase, we hope to add linear features (rivers, roads, shore lines). ;-P
Some of my background in Viz-Sim was building terrains.  It finally came in handy!

--
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Shawn Kendall               Full Sail Real World Education
Course Director             3300 University BLVD
Real Time 3D for Gaming     Winter Park FL 32792
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David wrote:

I wish I could comment on this, but I have not run into this so I am no help at all.  I am following your progress on this with great interest.  As a side note, are you using a detail texture on your snow?  Is that a procedural texture or hand generated?  And if it is a procedural detail texture, what ratio of stretched-main-texture to detail-texture are you using?  It looks like a shadow texture hand generated at a 1:1 ratio, but can't tell for sure. Dave YazelCosm Development Team
----- Original Message -----
Sent: Tuesday, November 07, 2000 6:31 PM
Subject: [JAVA3D] Multi-texture bug in 1.2.1beta1 OpenGL and DirectX
 Here is a quick description of the problem.
I have our particle system - which is a single Shape3D and TriangleStripArray - running a fire-like configuration, see "multi-texture1.jpg"
First of all, this particular setting doesn't appear at all in the DirectX version, the snapshot is from the OpenGL version.
Second, if I add a multi-textured Shape3D ( again TriangleStripArray ) I get picture "multi-texture2.jpg"
Somehow the texture coords of the particle Shape3D are being corrupted by the multi-texture Shape3D.  These are unrelated scene graphs created by unrelated code.

"multi-texture3.jpg" is a snapshot of the same example running the DirectX version where the partciles do not appear at all, with or without the other multi-textured Shape3D.
Is this a possible known bug?  I did not see it in the list.
 


 

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