I think i have the same problem. Take a look at this pic :
http://colonelfr75.multimania.com/terrain.gif
samples on multiple texture mapped terrain?
Hey would this be possible... Or has it been done...
Having to pregenerate a terrain texture, is only good for small to medium sized no repeating terrains, etc...
Multipass textured terrains can be huge but lack the details (snow, mud, grass, dirt, rock etc...
What if be doing some visibility testing (portal, octree, b-tree or what ever) the textures can be blended in real time...
So you have a terrain mesh and apply a multipass technique with a base texture, detail texture etc... Then what ever can be seen depending on the height you blend in the appropriate texture depending on height, snow on higher levels, dirt/mud at lower levels, rock somewhere in between etc...
Having to pregenerate a terrain texture, is only good for small to medium sized no repeating terrains, etc...
Multipass textured terrains can be huge but lack the details (snow, mud, grass, dirt, rock etc...
What if be doing some visibility testing (portal, octree, b-tree or what ever) the textures can be blended in real time...
So you have a terrain mesh and apply a multipass technique with a base texture, detail texture etc... Then what ever can be seen depending on the height you blend in the appropriate texture depending on height, snow on higher levels, dirt/mud at lower levels, rock somewhere in between etc...
Here''s a shot of my EruptionZ app:
http://zintel.com/images/EruptionZ.jpg
It has water, grass, dirt and a cloud texture for snow.
It is a cell-based terrain mesh, I have a small table of heights describing the "zones", and I scan the mesh and determine which zone/texture the cell is in/straddles. Then I render it in 4 passes, cells which start and end in the same zone get drawn, otherwise they get blended.
This technique allows for texture repeat, so detail can be tweaked in, for example I could have increased the detail of the dirt layer.
zin
zintel.com - 3d graphics & more or less
http://zintel.com/images/EruptionZ.jpg
It has water, grass, dirt and a cloud texture for snow.
It is a cell-based terrain mesh, I have a small table of heights describing the "zones", and I scan the mesh and determine which zone/texture the cell is in/straddles. Then I render it in 4 passes, cells which start and end in the same zone get drawn, otherwise they get blended.
This technique allows for texture repeat, so detail can be tweaked in, for example I could have increased the detail of the dirt layer.
zin
zintel.com - 3d graphics & more or less
here is screen shot, it is alittle bright, but should show you how the pregenerating looks in the end. Later-
what we do in life... echoes in eternity...
what we do in life... echoes in eternity...
colonelfr: yes I use the same vertex coords, but maybe different vertex colors and tex coords in EruptionZ.
In my current app I use the same vertex and tex coords, using the texture matrix for texture scaling and scrolling. I also do vertex coloring/shadowing. Instead of 4 layers w/ different textures for patches, I do 4 layers for ground, patch color, detail and scrolling shadows, from my PhysicZ entry:
http://zintel.com/images/green.jpg
zin
zintel.com - 3d graphics & more or less
In my current app I use the same vertex and tex coords, using the texture matrix for texture scaling and scrolling. I also do vertex coloring/shadowing. Instead of 4 layers w/ different textures for patches, I do 4 layers for ground, patch color, detail and scrolling shadows, from my PhysicZ entry:
http://zintel.com/images/green.jpg
zin
zintel.com - 3d graphics & more or less
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