Joachim,
it is for redenring a huge landscape, which is culled by changing the
indexCounts and IndeyArray. now i want to add textures generated on the
heights of lanfscape (indeed some are blenden together depending on ther
heights..). futher on i thought of s.th. like this: genreting 3 generated
textures packages for an LOD and add them to rendered field similar to the
last pic.
______________ ______________
|_|_|_|_|_|_|_|_|_|_| |___|___|___|___|
|_|_|_|_|_|_|_|_|_|_| |___|___|___|___|
|_|_|_|_|_|_|_|_|_|_| |___|___|___|___|
|_|_|_|_|_|_|_|_|_|_| |___|___|___|___|
|_|_|_|_|_|_|_|_|_|_| |___|___|___|___|
|_|_|_|_|_|_|_|_|_|_| |___|___|___|___|
______________ ______________
| | | | | |
|_______|______| |_______|______|
| | | |___|___|___|___|
|_______|______| |___|___|___|___|
| | | |_|_|_|_|_|_|_|_|_|_|
|_______|______| |_|_|_|_|_|_|_|_|_|_|
( each rectangle will be represented by a single 128x128 texture)
(the viewer stands at the botton)
i tought about this, because textures far from the viewer are scaled down,
so i can use one reprenenting a biger area without a quality loss for the
viewer..
o.k. probably i will use one TexcoordArray with the finest structure (pic 1)
and generate different TextureCoordIndex-Arrays (well, this is the only
thing i am afraid of because i need one for each texture) on them..
finally one big textures would be too huge for landscape, even for the part
actuallay is rendered i guess...
anyway thanks for you answer Joachim :)
if you all have some thoughts about problems implementing that or think
having a better way feel free to comment.
greetings
Michael Nischt
------------------------------
e-mail: [EMAIL PROTECTED]
homepage: http://zero.atariflys.de
---------------------------------------------------------------
----- Original Message -----
From: "Joachim Diepstraten" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, June 28, 2001 9:19 AM
Subject: Re: [JAVA3D] multitexturing and OpenGL Extensions
> Hi
>
> > if I understand all correct, it'S better to use multiple texture-sets if
a
> > got a "map-like-geometry" and i have textutures for each "chessboard-
parts"
> > than splitting the geometry up..
> Aehm I think you misunderstand the term multitexture a bit. Multitexture
> mostly means you can specifiy more than one texture-coordinate on one
> vertics (for different textures) And the ability to blend or use any
> other combine method at fragment level. Of course you could use
> multitexture for your purpose descriped above but I don't see any reasons
> why! You could use a single texture and define the coordinates at each
> vertics that it only effects the single part of the texture for each
> grid. You don't really need multitexture for that. (IMHO). Only if you
> have one general big texture which is spanned over the whole map.
>
> EOF,
> J.D.
>
> --
> Realtime Raytracer in JAVA
> (http://www.antiflash.net/raytrace)
>
>
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