BTW: I've been discussing with the terragear guys something similar,
with a
texture encoding material info accompanying the btg, and being generated
at scenery build time.
This texture would use a secondary set of texture coordinates, relative
to in-tile position, and would be read in
By the way, do you know this book ?
http://books.google.fr/books/about/Texturing_and_Modeling.html?id=bDlSJd8GfMcCredir_esc=y
No, I don't. I have never read much about scenery texturing. (I mostly make it
up as I go - my greatest wish would anyway be an artist and a decent database
to
On Thursday, January 10, 2013 08:03:39 Renk Thorsten wrote:
Which reminds me - is there a performance penalty for using many uniforms?
My impression is not, at least I've never seen any, but it'd be good to
have this confirmed. Also, can be declare uniform vec 3 in the effect
files, and if
Thorsten,
A palette of 16 standard terrain textures can be stored in a single 2048x2048
texture sheet and referenced with a multi-texture coordinate, so we don't
necessarily run out of texture units. A similar palette of overlay textures
for all landclasses can be stored.
You probably want to
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