Quote:Original post by SimmerD
To get volume texture slabs working with mip-maps, you need to use more than a single pixel slab per terrain layer.
For instance, if you have 256x256 textures with 4 different layers, and you want 4 levels of mipmaps, you make the top 3d texture layer
256x256x32.
then, the lower mip-levels become :
128x128x16
64x64x8
32x32x4
Each slice in the top layer is 8 pixels high, and your texture coordinate should sample from the middle of each slice. That way, as you drop miplevels, you are still grabbing from only that one layer.
I know of at least one commercial game that uses my idea for this successfully.
I had the same idea when I experimented a bit with this some time ago. Isn't there a problem with blending between different texture layers as it will never will work the same way for all resolutions without adjusting texture coordinates according to which mipmap level is currently used?
By simply doubling each slice each mipmap level will get "sharper" transistions between ground levels wouldn't it? Even when manually interpolating the inbetween slices I never got it excectly right.