Do you render your mesh twice (something like the spattering approach
described at http://www.cbloom.com/3d/techdocs/splatting.txt) or do you use
TextureUnitState to hold the textures?

Allan


----- Original Message -----
From: "Yazel, David J." <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, June 29, 2001 1:31 PM
Subject: Re: [JAVA3D] multitexturing and OpenGL Extensions


> 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
> ------------------------------
> e-mail:          [EMAIL PROTECTED]
> homepage:    http://zero.atariflys.de
> ---------------------------------------------------------------
>
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