quote:
Do you also pre-calculate texture coords per vertex?
Well, I having a hard time deciding on how to handle textures.
Right now, I''m doing simple texturing: tiling the same texture
over the terrain. And the textures are mapped directly onto
on a quad poly, whatever its vertices are, no matter how big it
is. And, as you might guess, areas where the heightmap values
vary alot, like peaks, the quads are stretched, and so are the
textures. This causes distortion, and I don''t like it very much.
What I am currently looking into is procedural texturing. No
more tiles. Instead, the whole terrain will be uniquely textured.
I could probably create one huge textured bitmap on startup,
and then cerate a function that says give me the texture pixel
for this x,y,z spot on the terrain. I think some games do it
this way.