HI Juhana,

As a general note, if the topic changes then its generally better for future reference if you start a new thread with a new subject line.

On 9/14/06, Juhana Sadeharju <[EMAIL PROTECTED]> wrote:
>From: "Robert Osfield" <[EMAIL PROTECTED]>
>
>osgdem/osgTerrain supports multi-texturing, but it isn't used for the types
>of detail work you want to do.

The game Oblivion has nice roads made of repeative textures.
I thought the multi-texturing (in one shader) is the way to
make these details.

How the multi-texturing in osgdem/osgTerrain is used?

The multi-texturing in osgdem is really for apps that have different types of data, such as photograph imagry and map imagery that they wish to blend together, or alternate between.   The osgFX::MultiTextureControl node is useful for making these transistions.

Detail texturing like you are discussing is quite different, using texures that arn't paged, and that repeat often within a local proximitry.  Its easy to decoate a whole terrain with a detail texture using a TexGenNode and a StateSet above the terrain, but if you want want localised detail texturing then you'll need to encode what detail textures to use and their frequency into a terrain texture (this is where paging could come in) and then in the shader recover the details on which textures to use etc. 

A texture atlas of detail textures would be pretty useful for this type of work, but you'd need to implement the repeat in a clever way within the shader.

Perhaps one day I'll get a chance to try out the above techniques, perhaps even publish an example using.  Others are welcome to beat me to it :-)

Robert.



Robert.
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