Jump to content

View more

Image of the Day

Working on an auto spawn system. #gamedev #indiedev #screenshotsaturday https://t.co/Mm2kfekz7b
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.


Sign up now

Terrain texture tilings algorithms

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
1 reply to this topic

#1 LemonBiscuit   Members   

147
Like
0Likes
Like

Posted 12 February 2014 - 02:05 PM

Hello,

 

I'm trying to display a texture over my terrain (which is pretty large), and I don't know what I could do to have the best effect possible.

 

I want to see the textures in a good quality when I'm close to it, but if I duplicate them the same size all over my terrain, it's pretty ugly and "noisy":

 

Far distance:

http://puu.sh/6TBdZ.jpg

 

Close distance:

http://puu.sh/6TBfR.jpg

 

Shader:

http://pastebin.com/CwMWHdM8

 

So, what could I do so it doesn't look that bad on far distance?

 

Thank you!


Edited by LemonBiscuit, 12 February 2014 - 02:32 PM.


#2 mark ds   Members   

1765
Like
0Likes
Like

Posted 12 February 2014 - 03:54 PM

One approach is to sample the same texture twice but at different scales, but it looks a bit cheesy nowadays.

 

Another is to simply have lots of different textures to hide the effect.

 

Yet another way is to use wang tiles - http://graphics.cs.kuleuven.be/publications/LD06AWTCECC/LD06AWTCECC.pdf






Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.