thanks again david, i'M very thankfull for the time you spent on my
problems - hoping that i can help you some times too.
> Yes thats one of the problems with a lot of terrain algorthms (ROAM, etc).
> Most of these techniques concentrate on the geometry and don't handle the
> texturing very well. They work great until you try to texture them. If
you
> go and see all the great screenshots of terrain engines at
www.flipcode.com
> you will find that all of them use one big texture over a small world.
This
> technique breaks down over a larger world. Pixel shaders is another way
to
> do it, and better, but its not yet supported in Java3d, and not very well
> supported in hardware.
> The multi-texturing does let you hide the pixel stretching though. You
> don't *really* need a super high density ground texture to produce nice
> results. For grins I quadrupled the density of our ground textures and
the
> result was certainly better, but not amzaingly so.
how do you quadrupled the density ?
> Try using multi-texturing on a stretchy base texture and I think you will
be
> pleased.
stretchy base Texure ? one which isn'T looking very bad when streched ?
well i could - this is the way i do it right now - tile a base texture over
the map which looks very good for qualitty but also very monoton.
greetings
Michael Nischt
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