'm starting to create terrain by heightmap, and am going to use different textures at different heights, question I have is what's it like mixing parallax mapping? Does it look good?
Thanks.
'm starting to create terrain by heightmap, and am going to use different textures at different heights, question I have is what's it like mixing parallax mapping? Does it look good?
Thanks.
You can get very nice texture transitions by taking your heightmaps into account. See: http://gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf
You can get very nice texture transitions by taking your heightmaps into account. See: http://gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf
Thanks, I read it but does not give much code.
I'm going to be using this code to decide which textures to blend:
http://www.mbsoftworks.sk/index.php?page=tutorials&series=1&tutorial=24
const float fRange1 = 0.15f;
const float fRange2 = 0.3f;
const float fRange3 = 0.65f;
const float fRange4 = 0.85f;
if(fScale >= 0.0 && fScale <= fRange1)vTexColor = texture2D(gSampler[0], vTexCoord);
else if(fScale <= fRange2)
{
fScale -= fRange1;
fScale /= (fRange2-fRange1);
float fScale2 = fScale;
fScale = 1.0-fScale;
vTexColor += texture2D(gSampler[0], vTexCoord)*fScale;
vTexColor += texture2D(gSampler[1], vTexCoord)*fScale2;
}
else if(fScale <= fRange3)vTexColor = texture2D(gSampler[1], vTexCoord);
else if(fScale <= fRange4)
{
fScale -= fRange3;
fScale /= (fRange4-fRange3);
float fScale2 = fScale;
fScale = 1.0-fScale;
vTexColor += texture2D(gSampler[1], vTexCoord)*fScale;
vTexColor += texture2D(gSampler[2], vTexCoord)*fScale2;
}
else vTexColor = texture2D(gSampler[2], vTexCoord);
If I generate each TexCoord by individual parallax mappings will it look ok at different angles? Will it mix well?
Or is there more I have to do?
This is parallax mapping I have with just one texture: