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#Actualic0de

Posted 03 April 2013 - 09:12 PM

In the game I'm working on a large portion of it will take place on the surface of Mars. Since it will quickly get boring to repeat the same texture over the whole landscape I will need a way to vary the texture across the surface. Because it is unfeasible to store one texture representing the whole landscape I will need some way to have textures transition smoothly. The way that this is usually done is through alpha blending but I don't understand how this is implemented. My shaders take one texture made of several components (diffuse, normal, height, specular) per object. The only way I could think to make alpha blending work is to take multiple textures as inputs but then I would have no way of knowing how many textures are being blended and would need a finite limit. Would I need to store multiple sets of tex-coords in the model format? How is texturing usually implemented on large landscapes? Would it make more sense just use to sets of tiled textures and put transition textures between them?


#2ic0de

Posted 03 April 2013 - 09:11 PM

In the game I'm working on a large portion of it will take place on the surface of Mars. Since it will quickly get boring to repeat the same texture over the whole landscape I will need a way to vary the texture across the surface. Because it is unfeasible to store one texture representing the whole landscape I will need some way to have textures transition smoothly. The way that this is usually done is through alpha blending but I don't understand how this is implemented. My shaders take one texture made of several components (diffuse, normal, height, specular) per object. The only way I could think to make alpha blending work is to take multiple textures as inputs but then I would have no way of knowing how many textures are being blended and would need a finite limit. Would I need to store multiple sets of tex-coords in the model format? How is texturing usually implemented on large landscapes? Would it make more sense just use to sets of tiled textures and put transition textures between them?


#1ic0de

Posted 03 April 2013 - 09:10 PM

In the game I'm working on a large portion of it will take place on the surface of Mars. Since it will quickly get boring to repeat the same texture over the whole landscape I will need a way to vary the texture across the surface. Because it is unfeasible to store one texture representing the whole landscape I will need some way to have textures transition smoothly. The way that this is usually done is through alpha blending but I don't understand how this is implemented. My shaders take one texture made of several components (diffuse, normal, height, specular) per object. The only way I could think to make alpha blending work is to take multiple textures as inputs but then I would have no way of knowing how many textures are being blended and would need a finite limit. Would I need to store multiple sets of tex-coords in the model format? How is texturing usually implemented on large landscapes? Would it make more sense just use to sets of tiled textures and put transition textures between them?


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