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Jiddoo

Detailed Textures

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Hi, I am searching for a way to use high resolution textures without the necessarily needed memory consumption, something like procedural textures, but with less computational effort. Is there any technique available which I could use?

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maybe search for virtual textures,

or create your textures out of smaller tiles with certain blend factors using a uniform grid in texture space
render the required texture into a render target(render to texture) and bind that target as texture source when rendering the actual geometry

I plan to do this to implement my one low memory consuming mega texture for terrain rendering



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Cool. Thank you. This already helped me a lot. If you encounter any other technique, please let me know.

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There is another very nice technique - Clipmapping - F.e. this article http://wscg.zcu.cz/WSCG2007/Papers_2007/full/A89-full.pdf Carmacks megatexture is based on clipmapping. I'm using similar technique (I used it before Carmacks Megatexture has come, then i used texture splatting - texturing in Enemy Territory: Quake Wars gave me impulse to little optimise code and use it again :), so clipmapping is very high quality method!)

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