Terrain Node problem!!!! :(

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Aleyer
Posts: 17
Joined: Thu Dec 14, 2006 9:03 pm

Post by Aleyer »

I'll post some screens when I get home. The terrain looks OK only when no lightning is applied, with it it looks a bit horrible) As I don't need the scene to be real-time rendered, I will use TerrainMesh, which with 2048x2048 heightmap and lightning looks quite nice. And a question about detail mapping: it works OK with the TerrainSceneNode, but with TerrainMesh and any other mesh it is corrupted. I'll post the screens to explain it. Can't find the right words)
Aleyer
Posts: 17
Joined: Thu Dec 14, 2006 9:03 pm

Post by Aleyer »

Here are the shots, first comes detailmapping.

Wrong one in D3D9:

Image

Right one in OpenGL:

Image

Lit terrainmesh in D3D9:

Image

Lit tiled terrain with applied lightning once again in D3D9:

Image

What would you suggest to do about detailmapping?
hybrid
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Post by hybrid »

The detail mapping seems to clamp the second texture coord to the border only, all over the mesh. I fixed detail mapping with one texture coord under OpenGL for 1.4, seems I need to look into d3d also.
Is the lighted mesh also detail mapped? Then it's probably a related problem. Texture coords get overwriteen or something, also seems to use the wrong LOD. Probably the second layer is just not set up at that point.
Aleyer
Posts: 17
Joined: Thu Dec 14, 2006 9:03 pm

Post by Aleyer »

No, the mesh is not detailmapped. But when it is, the whole (I think) mesh is covered by stripes, like the right side of the cube on the first screen.
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