Detailed Textures

Started by
3 comments, last by Vilem Otte 16 years, 3 months ago
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?
Advertisement
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



http://www.8ung.at/basiror/theironcross.html
One technique is to use detail textures.

Another technique that works well with terrain rendering and gives much better results is texture splatting.
Cool. Thank you. This already helped me a lot. If you encounter any other technique, please let me know.
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!)

My current blog on programming, linux and stuff - http://gameprogrammerdiary.blogspot.com

This topic is closed to new replies.

Advertisement