Terrain multitexturing problem

Started by
11 comments, last by dreamslayerx 12 years, 6 months ago

These days I'd be very suprised if you had to go below 'DX9 level' hardware, which is basically shaders; I have a hard time imagining there are much hardware 'in the wild' these days which wouldn't support GLSL1.0, and that which didn't probably wouldn't have the fill rate to pull of other hacks or multi-pass tricks at an acceptable speed anyway.

I'd advise that, unless you know for certain a large percentage of your target can't run even basic shaders, to go in the shader direction.

If you are doing it 'just to learn' then stop right now. The API is dead, there is nothing to learn which would be useful and you would be better served picking up shaders instead.


Yeah, I am sure most of my targets can't run shaders. I hate those on board video chips. Most of them only support up to OpenGL v1.4(maybe 1.5).That's why I have to figure out the way without shader. Anyway, still really thanks for the advices.
Advertisement

Yeah, I am sure most of my targets can't run shaders. I hate those on board video chips. Most of them only support up to OpenGL v1.4(maybe 1.5).That's why I have to figure out the way without shader. Anyway, still really thanks for the advices.


Those would be Intel and they most likely CAN run shaders. Use DirectX9 and shaders and it will work great.
As for GL, Intel doesn't update or put in much effort in their GL driver. Their drivers tend to be buggy (search these forums and you'll find plenty of posts).

Good luck.
Sig: http://glhlib.sourceforge.net
an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glhQuickInvertMatrixf2(matrix, inverse_matrix);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);
I am new to this as well, but when texturing my terrain I develop the terrain in an modeling program like blender. From there I usually change my nurbs surface into a mesh after that I export my mesh into a UV map. Then I export my UV maps to a painting program such as gimp or photoshop. Then if you export your file as a .obj file or something similar. You will get texture coordinates for your uv maps, vertex coordinates, and vertex normals. From there all you have to do is read the .obj file and it can load up your textures onto your model for you. I don't know if this is the best approach, but its the approach that I am using to texture my terrain.

This topic is closed to new replies.

Advertisement