Terrain Blend Map help
Terrain Blend Map help
Can anyone tell me exactly how to read in a blend map to create multi-textured terrain using irrlicht? I created some terrain using the scenemanager->addTerrainSceneNode() method which is nice cause it reads in a heightmap on its own, but it seems like when you make terrain this way you can only stretch one texture over the whole mesh. I want to be able to have dirt textures, grass textures, stone textures, etc. on my terrain. Can anyone show me how to do this with Irrlicht?
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- Posts: 15
- Joined: Sat Mar 08, 2008 3:15 pm
- Location: Shanghai
You mean texture splatting:
http://www.gamedev.net/reference/articl ... le2238.asp
Here's my solution without pixl shader.(But slower.)
http://irrlicht.sourceforge.net/phpBB2/ ... 950#151950
And Here's some reference:
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=26959
http://www.gamedev.net/reference/articl ... le2238.asp
Here's my solution without pixl shader.(But slower.)
http://irrlicht.sourceforge.net/phpBB2/ ... 950#151950
And Here's some reference:
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=26959
What makes you say this? I find fixed function is usually faster. Also remember that you don't have to manually implement all the lighting types/colours/states and clipplanes, fog, texturematrix etc.locosoftware wrote: Here's my solution without pixl shader.(But slower.)
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
This is true in general. But consider situation when you render the same terrain tile 4 times in one texture blend mode with different vertex alpha in order to blend 4 textures (it is just an example I was not testing if it really is slower). You might have situation when shader will be faster.What makes you say this? I find fixed function is usually faster. Also remember that you don't have to manually implement all the lighting types/colours/states and clipplanes, fog, texturematrix etc.