Texturing terrain (again)
I have a similar thread going in the OGL forum but since this is actually more of a theory question i figured to post something here as well. If this is considered cross posting then im sorry.
Im working on a terrain engine using geo-mip-mapping. Everything seems to work and im now experimenting with texturing.
So far ive come up with a solution using a combination between multi-texturing *and* multiple passes.
What i do is this (in a grass/stone example):
First pass:
Renders the terrain with a texture blended (using multitexturing) from:
1) A lightmap
2) Small tileable stone texture.
Second pass (with blending enabled):
Renders the terrain with a texture blended (using multitexturing) from:
1) Same lightmap, with alpha channel containing information about grass density.
2) Small tileable grass texture.
Screenshot
This is all good, even though perhaps a bit demanding on the hardware.
What i cant figure out, is how to obtain similar results without using multitexturing ?
And from all you gurus out there. Is the method i described feasable ? (in general). Is there any better methods around ?
Edited by - newdeal on February 2, 2002 1:04:58 PM
This topic is closed to new replies.
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