I quadrupled texture density re-generating out base textures, which are all
algorthmic, at a 4 times higher density. So instead of X texels per meter,
we were at x*4 texels per meter. Remember, our terrain patches are seperate
meshes, with seperate textures all fitting together seamlessly. We don't
have any repeat textures in the base texture layer.
So lets say you stretch a 128 x 128 texture over 200 m x 200m mesh. It does
look stratched out. Now take a 256x256 texture to use as a detail texture.
When you specify the second set of texture coordinates , do it at some much
higher desnity, say 10 for 1. When this is blended with the base texture
you now have a unique texel at 20 times the density of the base texture
(because the texture is twice the size in each dimension). This technique
could be easily done with what you have done so far by assigning the second
set of texture coordinates at 10 times the values of the first set.
Regarding lighting... there is a *very* good article on real time shadowing
of terrain in this months game developer magazine. They have some real nice
tricks I had not thought of before (like quantizing the landscape normals
and then calculating the quantized buckets before calculating the shadowmap)
and I can't wait to try them out. But they pre-modulate the ground textures
with the real time shadowmap and they don't use multi-texturing for it.
They also handle skylight as well as sunlight.
David Yazel
-----Original Message-----
From: Michael Nischt [mailto:[EMAIL PROTECTED]]
Sent: Friday, June 29, 2001 7:12 AM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] multitexturing and OpenGL Extensions
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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