terrain shading

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1 comment, last by Vladimir 23 years, 10 months ago
How to organize terrain shading? (I intend shadows from static objects on the ground (trees, buildings)and I use one big image as terrain texture) Mixing shadows into terrain texture will not allow destructible objects. Using lightmaps for whole terrain will require a lot of memory and disk space. Anybody has experience with that? Any ideas? Thanks Vladimir
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I don''t know how you organize your terrain data, but a soloution for your problem would be using quadtrees. There are several rendering methods out there that use quadtrees. With the help of quadtrees you can use smaller textures and therefore smaller lightmaps for the terrain. Have a look at http://www.vterrain.org for more information about this topic.

Joscha
The last truth is that there is no magic(Feist)
You mean, use low res textures on far distances?
Or compress lighting information using quadtree and extract lightmaps on the fly?
My terrain contain many vegetations and other static objects
so lighting will be very uneven and I afraid it can''t be
compresed good enough. However idea sounds interesting.
Thanks

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